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Harnessing Computer Games in Education

Harnessing Computer Games in Education

Morris S.Y. Jong, Junjie Shang, Fong-Lok Lee, Jimmy H.M. Lee
Copyright: © 2008 |Volume: 6 |Issue: 1 |Pages: 9
ISSN: 1539-3100|EISSN: 1539-3119|ISSN: 1539-3100|EISBN13: 9781615202270|EISSN: 1539-3119|DOI: 10.4018/jdet.2008010101
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MLA

Jong, Morris S.Y., et al. "Harnessing Computer Games in Education." IJDET vol.6, no.1 2008: pp.1-9. https://doi.org/10.4018/jdet.2008010101

APA

Jong, M. S., Shang, J., Lee, F., & Lee, J. H. (2008). Harnessing Computer Games in Education. International Journal of Distance Education Technologies (IJDET), 6(1), 1-9. https://doi.org/10.4018/jdet.2008010101

Chicago

Jong, Morris S.Y., et al. "Harnessing Computer Games in Education," International Journal of Distance Education Technologies (IJDET) 6, no.1: 1-9. https://doi.org/10.4018/jdet.2008010101

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Abstract

Besides the ability of making learning more interesting, educators and researchers have been exploring other pedagogical potentials of computer games. How to employ games for constructivist learning and teaching has become an attention in the field of education and game design in recent years. This article gives an introduction to game-based learning. On top of discussing games’ intrinsic educational traits from the motivational, cognitive and socio-cultural perspectives, we also review two recent foci of game-based learning. The first one is “education in games” which is an approach for adopting existing commercial games for educational use. The second is “games in education” in which the games are designed specifically with underlying pedagogy for some curricula.

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