Educational Gaming as an Instructional Strategy PROCEEDINGS
Vicki Williams, 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 https://www.learntechlib.org/primary/p/29608/.
© 2008 Association for the Advancement of Computing in Education (AACE)
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