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Showing posts with the label education games

Ertzberger, J. (2008). An exploration of factors affecting teachers' use of video games as instructional tools

Ertzberger, J. (2008). An exploration of factors affecting teachers' use of video games as instructional tools (Order No. 3311370). Available from Education Database. (304838683). Retrieved from https://unco.idm.oclc.org/login?url=https://search.proquest.com/docview/304838683?accountid=12832 This study discusses implementing video games into a classroom setting, including the possible deterrents, such as cost, lack of relevance to the curriculum, and set up/maintenance time. It describes the innovations made by video games in education and in general, as well as why and how games improve student engagement with the materials being taught. This study used surveys and research synthesis to determine the data it utilized in its findings. The study dealt only with video games, not board games, and was confined to video game use by K-12 educators in North Carolina It discusses why kids find school so unappealing, as well as why video games can make learning more appealing. It a...

Qian and Clark. 2016. Game-based Learning and 21st century skills: A review of recent research

Qian, M., & Clark, K. R. (2016). Game-based learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. doi:10.1016/j.chb.2016.05.023 The purpose of this paper was to conduct a literature review of the current research of 21 studies that were focused around game-based learning and 21st century skills as the outcome. “The findings suggest that a game-based learning approach might be effective in facilitating students’ 21st century skill development.” (p. 50). This paper also has some recommendations about what future researchers, teachers, and game designers should to about implementation of games as well as educational game design. Or rather that Game-Based Learning (GBL) is dependent on game design. Specifically, game designs which feature a blending of established learning theories with game design elements proven successful in the entertainment game industry are most likely to lead to effective learning. With regard to game genres, ...