Policies to guide the adoption of educational games into classrooms

11Citations
Citations of this article
69Readers
Mendeley users who have this article in their library.
Get full text

Abstract

The shift to digital learning, spurred by the pandemic, will likely lead to the adoption of educational games into classrooms as a way to replace traditional learning activities. This will be a challenge because of a lack of training on the use of games for learning and the difficulty of finding good learning games. The 2019 SRCD Social Policy Report on digital games identifies policy areas that could address these challenges. Further, Ke’s (Educ Technol Res Dev 64:219–244, 2016) systematic review of games research provides insights into how teachers can use games for learning and which types of educational games are effective. Leveraging the report and the review, policies for the digital shift are suggested that will help guide the adoption of games into classrooms.

Cite

CITATION STYLE

APA

Dubé, A. K., & Dubé, N. J. (2021). Policies to guide the adoption of educational games into classrooms. Educational Technology Research and Development, 69(1), 167–171. https://doi.org/10.1007/s11423-020-09835-9

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free