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.
|Title of host publication||Handbook of Research on Improving Learning and Motivation through Educational Games|
|Subtitle of host publication||Multidisciplinary Approaches|
|Place of Publication||Hershey, PA, USA|
|Publisher||Idea Group Inc|
|Number of pages||22|
|Publication status||Published - 2011|
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