Abstract
The emergence of the Internet has had a significant impact on higher education where we have seen elearning evolve from a marginal form of education to a commonly accepted and increasingly popular alternative to traditional face-to-face education. While e-learning has many advantages, there have been problems identified, such as lack of contact leading to feelings of isolation; the need for a motivated, self-disciplined, and mature learner; the monotonous nature of some e-learning materials; and increased drop out rates. If e-learning has developed a reputation for being ‘boring and mindless,’ games have developed the reputation for being engaging and challenging. In recent years, a new form of learning has been developing, namely games-based e-learning, which builds on the successes of e-learning while providing a more stimulating and relevant learning environment for younger people who have been brought up in an environment of powerful home PCs, graphic-rich multiplayer Internet gaming, and mobile phones with ever-increasing functionality. This article will explore the concept of games-based e-learning, discuss some of its pedagogic underpinnings, and examine barriers that may limit the uptake and development of this relatively new approach to learning.
Original language | English |
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Title of host publication | Gaming and Simulations |
Subtitle of host publication | Concepts, Methodologies, Tools and Applications (3 Volumes) |
Publisher | Idea Group Inc |
Pages | 1763-1773 |
ISBN (Electronic) | 9781609601966 |
ISBN (Print) | 9781609601959, 1609601955 |
DOIs | |
Publication status | Published - 2011 |