
Third generation educational use of computer games
Article
Simon Egenfeldt-Nielsen, IT University of Copenhagen, Denmark
Journal of Educational Multimedia and Hypermedia Volume 16, Number 3, ISSN 1055-8896 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
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.
Citation
Egenfeldt-Nielsen, S. (2007). Third generation educational use of computer games. Journal of Educational Multimedia and Hypermedia, 16(3), 263-281. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE). Retrieved September 25, 2023 from https://www.learntechlib.org/primary/p/24375/.
© 2007 Association for the Advancement of Computing in Education (AACE)
Keywords
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