Third generation educational use of computer games

  • Egenfeldt-Nielsen S
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Abstract

This article outlines the characteristics and problems related to
edutainment and of the associated research studies demonstrating
that learning outcomes looks promising. The article suggests that
we are moving towards a new generation of educational use of games
that is more inclusive. This new generation relies on constructivist
learning theories and a deeper understanding of the potential and
limitations of computer games in educational praxis. In this approach
computer games are `just' another tool for the teacher, which can
be dispensed with great success for the right tasks, but have clear
limitations and require qualified teachers that can serve as facilitators
of learning.

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Authors

  • Simon Egenfeldt-Nielsen

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