Zusammenfassung
This paper overviews research on the educational use of video games by examining the viability of
the different learning theories in the field, namely behaviorism, cognitivism, constructionism and
the socio-cultural approach. In addition, five key tensions that emerge from the current research
are examined: 1) Learning vs. playing, 2) freedom vs. control, 3) drill-and-practice games vs.
microworlds, 4) transmission vs. construction, 5) teacher intervention vs. no teacher intervention.
Nutzer