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Digital Game-Based Learning in Higher Education

Research output: Chapter in Book/Report/Conference proceeding › Chapter

Abstract

Since the 1970s, computer games have become more and more a part of our culture. For the past 20-30 years, some studies have shown that certain aspects of computer games may have potential benefits in a learning environment. For example, games may increase motivation, collaboration and competition, as well as provide an effective inquiry-based framework (Squire, 2002). With the extreme success of the gaming industry in recent years, the potential for using computer games as a teaching tool in higher education is being increasingly explored. Game-based learning has been used in the military, medicine, and physical education quite successfully. However, the rules and guidelines of incorporating digital game-based learning into education are still quite open and exploration of possibilities is greatly encouraged.

Original languageEnglish (US)
Title of host publicationEncyclopedia of Information Science and Technology
Subtitle of host publicationSecond Edition
PublisherIGI Global
Pages1120-1124
Number of pages5
ISBN (Electronic)9781605660271
ISBN (Print)9781605660264
DOIs
StatePublished - Jan 1 2008

Bibliographical note

Publisher Copyright:
© 2009 by IGI Global. All rights reserved.

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