The Use of Computer Games in Education

A Review of the Literature

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

Games-based learning has captured the interest of educationalists as it is perceived as a potentially highly motivating approach for learning in a diverse number of areas. Despite this, there is a dearth of empirical evidence in the GBL literature, and confusion as to where games-based learning fits in relation to games, simulations, and serious games. This chapter will present a review of the current state of the GBL empirical literature, but will particularly focus on the fields of software engineering, Information Systems, and computer science. This chapter will also take into account the advantages and disadvantages that have to be considered when selecting a GBL approach.
Original languageEnglish
Title of host publicationHandbook of Research on Improving Learning and Motivation through Educational Games
Subtitle of host publicationMultidisciplinary Approaches
EditorsPatrick Felicia
Place of PublicationHershey, PA, USA
PublisherIdea Group Inc
Pages29-50
Number of pages22
ISBN (Print)9781609604950
DOIs
Publication statusPublished - 2011

Fingerprint

computer game
learning
education
computer science
information system
engineering
simulation
evidence
literature

Cite this

Hainey, T., Connolly, T., Stansfield, M., & Boyle, E. (2011). The Use of Computer Games in Education: A Review of the Literature. In P. Felicia (Ed.), Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (pp. 29-50). Hershey, PA, USA: Idea Group Inc. https://doi.org/10.4018/978-1-60960-495-0.ch002
Hainey, Thomas ; Connolly, Thomas ; Stansfield, Mark ; Boyle, Elizabeth. / The Use of Computer Games in Education : A Review of the Literature. Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. editor / Patrick Felicia. Hershey, PA, USA : Idea Group Inc, 2011. pp. 29-50
@inbook{9961f16d996941b4939328a1476af91a,
title = "The Use of Computer Games in Education: A Review of the Literature",
abstract = "Games-based learning has captured the interest of educationalists as it is perceived as a potentially highly motivating approach for learning in a diverse number of areas. Despite this, there is a dearth of empirical evidence in the GBL literature, and confusion as to where games-based learning fits in relation to games, simulations, and serious games. This chapter will present a review of the current state of the GBL empirical literature, but will particularly focus on the fields of software engineering, Information Systems, and computer science. This chapter will also take into account the advantages and disadvantages that have to be considered when selecting a GBL approach.",
author = "Thomas Hainey and Thomas Connolly and Mark Stansfield and Elizabeth Boyle",
year = "2011",
doi = "10.4018/978-1-60960-495-0.ch002",
language = "English",
isbn = "9781609604950",
pages = "29--50",
editor = "Patrick Felicia",
booktitle = "Handbook of Research on Improving Learning and Motivation through Educational Games",
publisher = "Idea Group Inc",
address = "United States",

}

Hainey, T, Connolly, T, Stansfield, M & Boyle, E 2011, The Use of Computer Games in Education: A Review of the Literature. in P Felicia (ed.), Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. Idea Group Inc, Hershey, PA, USA, pp. 29-50. https://doi.org/10.4018/978-1-60960-495-0.ch002

The Use of Computer Games in Education : A Review of the Literature. / Hainey, Thomas; Connolly, Thomas; Stansfield, Mark; Boyle, Elizabeth.

Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. ed. / Patrick Felicia. Hershey, PA, USA : Idea Group Inc, 2011. p. 29-50.

Research output: Chapter in Book/Report/Conference proceedingChapter

TY - CHAP

T1 - The Use of Computer Games in Education

T2 - A Review of the Literature

AU - Hainey, Thomas

AU - Connolly, Thomas

AU - Stansfield, Mark

AU - Boyle, Elizabeth

PY - 2011

Y1 - 2011

N2 - Games-based learning has captured the interest of educationalists as it is perceived as a potentially highly motivating approach for learning in a diverse number of areas. Despite this, there is a dearth of empirical evidence in the GBL literature, and confusion as to where games-based learning fits in relation to games, simulations, and serious games. This chapter will present a review of the current state of the GBL empirical literature, but will particularly focus on the fields of software engineering, Information Systems, and computer science. This chapter will also take into account the advantages and disadvantages that have to be considered when selecting a GBL approach.

AB - Games-based learning has captured the interest of educationalists as it is perceived as a potentially highly motivating approach for learning in a diverse number of areas. Despite this, there is a dearth of empirical evidence in the GBL literature, and confusion as to where games-based learning fits in relation to games, simulations, and serious games. This chapter will present a review of the current state of the GBL empirical literature, but will particularly focus on the fields of software engineering, Information Systems, and computer science. This chapter will also take into account the advantages and disadvantages that have to be considered when selecting a GBL approach.

U2 - 10.4018/978-1-60960-495-0.ch002

DO - 10.4018/978-1-60960-495-0.ch002

M3 - Chapter

SN - 9781609604950

SP - 29

EP - 50

BT - Handbook of Research on Improving Learning and Motivation through Educational Games

A2 - Felicia, Patrick

PB - Idea Group Inc

CY - Hershey, PA, USA

ER -

Hainey T, Connolly T, Stansfield M, Boyle E. The Use of Computer Games in Education: A Review of the Literature. In Felicia P, editor, Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches. Hershey, PA, USA: Idea Group Inc. 2011. p. 29-50 https://doi.org/10.4018/978-1-60960-495-0.ch002