Whether we like it or not, digital gaming and social networking are already widespread activities in our culture. More and more homes are now equipped with video-game consoles, computers, tablets or smart phones. The main purpose of this paper is to present an outcome of a preliminary studies done in exploring the current use of digital games in teaching and learning. This article will discuss how digital games can be used in our education systems and the main benefits of venturing into this research area. Initial investigation suggests that this proposed research will be able to answer those questions about learning games and may help plot an educational design model or guidelines for people and organizations who are interested in developing or fostering the development of digital games for learning.
CITATION STYLE
Zainon, W. M. N. W., Talib, A. Z., & Osman, M. A. (2013). Exploring the use of digital games for teaching and learning. In 2013 International Conference on Computer Graphics, Visualization, Computer Vision, and Game Technology, VisioGame 2013 (pp. 7–12). Atlantis Press. https://doi.org/10.2991/visio-13.2014.2
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