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Identifying sources of uncertainty in Digital Game-Based Learning

, University of Paris-Nord UFR-LSHS, France

Society for Information Technology & Teacher Education International Conference, in New Orleans, Louisiana, United States ISBN 978-1-939797-02-5 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA


Many researchers consider that video games have a unique potential for learning. Several educational institutions have been convinced of video games’ teaching potential. However, while they may be efficient as teaching tools, some studies also show that they may also fail as such. Uncertainty is usually common, and maybe even desirable, in play and games. But uncertainty on learning is generally not welcome in a classroom. This kind of uncertainty emerges, at least partly, from the video game’s rules. This paper proposes a review of some critical studies of digital game-based learning. It does not aim to negate video games’ particular qualities for learning but rather to identify sources of uncertainty on learning with video games. It will try to highlight video games’ properties creating uncertainty. This understanding might allow us to propose some modifications of these properties in order to reduce uncertainty on learning when video games are used as teaching tools.


Hock-koon, S. (2013). Identifying sources of uncertainty in Digital Game-Based Learning. In R. McBride & M. Searson (Eds.), Proceedings of SITE 2013--Society for Information Technology & Teacher Education International Conference (pp. 2862-2869). New Orleans, Louisiana, United States: Association for the Advancement of Computing in Education (AACE). Retrieved March 20, 2019 from .

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