Third generation educational use of computer games
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Egenfeldt-Nielsen, S. (2007). Third generation educational use of computer games. Journal of Educational Multimedia and Hypermedia, 16(3), 263-281. Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/24375.
Journal Information

Journal of Educational Multimedia and Hypermedia
ISSN 1055-8896
Volume 16, Issue 3, July 2007
Association for the Advancement of Computing in Education (AACE) Chesapeake, VA
More Information on JEMH
Author
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.
Keywords
- Assessment
- Evaluation
- Classrooms
- Social Studies
- Curriculum
- Educational Technology
- eLearning
- Inclusive Education
- Learning Outcomes
- Games
- Multimedia
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- First steps and beyond: Serious games as preparation for future learning
- Linking Pedagogical Theory of Computer Games to Their Usability
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