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Digital Game-Based Learning in Higher Education

Digital Game-Based Learning in Higher Education
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Author(s): Sauman Chu (University of Minnesota, USA)
Copyright: 2009
Pages: 5
Source title: Encyclopedia of Information Science and Technology, Second Edition
Source Author(s)/Editor(s): Mehdi Khosrow-Pour, D.B.A. (Information Resources Management Association, USA)
DOI: 10.4018/978-1-60566-026-4.ch178

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Abstract

Since the 1970s, computer games have become more and more a part of our culture. For the past 20-30 years, some studies have shown that certain aspects of computer games may have potential benefits in a learning environment. For example, games may increase motivation, collaboration and competition, as well as provide an effective inquiry-based framework (Squire, 2002). With the extreme success of the gaming industry in recent years, the potential for using computer games as a teaching tool in higher education is being increasingly explored. Game-based learning has been used in the military, medicine, and physical education quite successfully. However, the rules and guidelines of incorporating digital game-based learning into education are still quite open and exploration of possibilities is greatly encouraged.

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