Educational Use of Computer Games: Where We Are, and What’s Next

  • Jong M
  • Lee J
  • Shang J
N/ACitations
Citations of this article
30Readers
Mendeley users who have this article in their library.
Get full text

Abstract

This chapter aims at providing readers with a contextual view on educational use of computer games. Apart from the elaboration on the intrinsic educational traits of games, we introduce two recent initiatives of game-based learning (GBL), namely, “education in games” and “games in education,” and review a number of representative instances among each initiative. Last but not least, we discuss the current challenges of adopting games in education, and the areas worth further research effort so as to gain new insights into the future development of GBL.

Cite

CITATION STYLE

APA

Jong, M. S. Y., Lee, J. H. M., & Shang, J. (2013). Educational Use of Computer Games: Where We Are, and What’s Next (pp. 299–320). https://doi.org/10.1007/978-3-642-32301-0_13

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