Third Generation Educational Use of Computer Games


The article focuses on issues relating to the use of games in education (the author uses the term edutainment) and the research that has indicated that it can improve learning outcomes. The author proposes that there is a new more inclusive use of games emerging that is based on constructivist approaches and a more sophisticated understanding of the potentials, and limitations of educational games in educational practice. Games are presented as a tool that can be very useful in the right hands, but that teachers need to be experienced to use them appropriately.

Egenfeldt-Nielsen, S. (2007) Third Generation Educational Use of Computer Games Journal of Educational Multimedia and Hypermedia 16(3), 263-281


No comments yet.

Login/Register to join the discussion.