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

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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