Using Edutainment Software to Enhance Online Learning
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Green, M. & McNeese, M.N. (2007). Using Edutainment Software to Enhance Online Learning. International Journal on E-Learning, 6(1), 5-16. Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/6317.
Journal Information

International Journal on E-Learning
ISSN 1537-2456
Volume 6, Issue 1, January 2007
Association for the Advancement of Computing in Education (AACE) Chesapeake, VA
More Information on IJEL
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Abstract
Students entering high school and college today grew up playing digital games. It is part of their culture and they are comfortable with the media. Like it or not, the games have changed the way current students learn. Unfortunately, teachers are often reluctant to change the way they teach or to incorporate games into their pedagogy. This article describes the different game genres available, examines reasons why teachers may or may not want to include digital games as pedagogy, and explains how students who grew up playing games are different from non-gamers. Also addressed are the characteristics of a "good" game and the important role game developers play in the creation of games, which are suitable for educational purposes.
Keywords
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- Usage Analysis in Learning Systems
- Third generation educational use of computer games
- The International Handbook Summit Call to Action for Learning with Technology in the 21st Century
- The Connected Learning Space
- Learning and Teaching with Electronic Games
- Learning Objects in Context
- Perspectives on Blended Learning in Higher Education
- Problem-Based Educational Games: Connections, Prescriptions, and Assessment
- Supporting E-Learning with Technologies for Electronic Documents
- New media resistance: Barriers to implementation of computer video games in the classroom
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