Third generation educational use of computer games

  • Egenfeldt-Nielsen S
  • 1


    Mendeley users who have this article in their library.
  • N/A


    Citations of this article.


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.

Get free article suggestions today

Mendeley saves you time finding and organizing research

Sign up here
Already have an account ?Sign in

Find this document

There are no full text links


  • Simon Egenfeldt-Nielsen

Cite this document

Choose a citation style from the tabs below

Save time finding and organizing research with Mendeley

Sign up for free