You are here:

Educational Gaming as an Instructional Strategy PROCEEDINGS

, Penn State, United States

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Las Vegas, Nevada, USA ISBN 978-1-880094-66-2 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA


Interactive games have evolved a great deal since the days of pinball machines and etch-a-sketch doodles. For many years, the closest games got to “electronic” was “electric.” Today’s games have the potential to teach scuba diving or physiology, cooking or construction skills and they can provide realistic scenarios for practice of these skills to mastery. With all this potential, how can we harness the avatars and elements to help people learn – and not realize they are doing it. This paper investigates the theories that support educational gaming as a learning strategy.


Williams, V. (2008). Educational Gaming as an Instructional Strategy. In C. Bonk, M. Lee & T. Reynolds (Eds.), Proceedings of E-Learn 2008--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 215-220). Las Vegas, Nevada, USA: Association for the Advancement of Computing in Education (AACE). Retrieved November 13, 2018 from .


View References & Citations Map


  1. Bandura, A. (1977). Social learning theory. Englewood Cliffs, NJ: Prentice-Hall. \x0cBrown, J., & Thomas, D. (2006, April). You Play World of Warcraft? You©re Hired! Wired, (Issue 14.04). Retrieved June 26, 2008, from
  2. Bruer, J.T. (1999). The Myth of the first three years: A new understanding of early brain development and lifelong learning. New York: Free Press.
  3. Bruner, J. (1966). Toward a theory of instruction. Cambridge, MA: Harvard University Press.
  4. Feldstein, M., & Kruse, K. (1998). The power of multimedia games. Training& Development, 52(2), 62-3.
  5. Filipczak, B. (1997, August). The F word. Training, 34(8), 27.
  6. Jonassen, D. (2006). On the role of concepts in learning and instructional design. Educational Technology, Research and Development, 54(2), 177-197.
  7. Jones, S. (2003, July 6). Let the games begin: Gaming technology and entertainment among college students--Pew Internet Report. Retrieved June 9, 2008, from Lave, J., & Wenger, E. (1991). Situated learning: Legitimate peripheral participation. Cambridge University Press.
  8. Papert, S. (1998). Does easy do it? Children, games, and learning. Game Developer, (September), 88.
  9. Prensky, M. (2001). Digital natives, digital immigrants. On the Horizon, 9(5).

These references have been extracted automatically and may have some errors. If you see a mistake in the references above, please contact