Third generation educational use of computer games
S. Egenfeldt-Nielsen. Journal of Educational Multimedia and Hypermedia, 16 (3):
263(2007)
Abstract
This article outlines the characteristics and problems related
to edutainment and of the associated research studies demonstrating that learning outcomes look 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 qualifi ed teachers that can serve as facilitators of learning.
%0 Journal Article
%1 egenfeldt2007third
%A Egenfeldt-Nielsen, Simon
%D 2007
%J Journal of Educational Multimedia and Hypermedia
%K design education games haifa-games-course learning
%N 3
%P 263
%T Third generation educational use of computer games
%U http://egenfeldt.eu/papers/third_generation_JEM_egenfeldt-nielsen.pdf
%V 16
%X This article outlines the characteristics and problems related
to edutainment and of the associated research studies demonstrating that learning outcomes look 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 qualifi ed teachers that can serve as facilitators of learning.
@article{egenfeldt2007third,
abstract = {This article outlines the characteristics and problems related
to edutainment and of the associated research studies demonstrating that learning outcomes look 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 qualifi ed teachers that can serve as facilitators of learning.},
added-at = {2010-10-04T18:18:12.000+0200},
author = {Egenfeldt-Nielsen, Simon},
biburl = {https://www.bibsonomy.org/bibtex/2ebe4d7410467b925e2bd423717c9f9e9/yish},
interhash = {3c34139c2a6b22101562157f1191aa14},
intrahash = {ebe4d7410467b925e2bd423717c9f9e9},
journal = {Journal of Educational Multimedia and Hypermedia},
keywords = {design education games haifa-games-course learning},
number = 3,
pages = 263,
timestamp = {2010-10-04T18:18:12.000+0200},
title = {Third generation educational use of computer games},
url = {http://egenfeldt.eu/papers/third_generation_JEM_egenfeldt-nielsen.pdf},
volume = 16,
year = 2007
}