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Games-Based E-Learning: Implications and Challenges for Higher Education and Training

Games-Based E-Learning: Implications and Challenges for Higher Education and Training
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Author(s): Thomas Connolly (University of Paisley, UK)and Mark Stansfield (University of Paisley, UK)
Copyright: 2009
Pages: 15
Source title: Electronic Business: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): In Lee (Western Illinois University, USA)
DOI: 10.4018/978-1-60566-056-1.ch057

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Abstract

This chapter introduces games-based e-learning as a means of providing enriching and stimulating learning experiences within higher education and training. It highlights how e-learning has evolved and the developments that have opened the way for games-based e-learning, giving examples of specific applications. The authors hope that through gaining a better understanding of the implications, challenges and barriers to games-based e-learning, educators, practitioners and developers will be able to make better use of and gain substantial benefit from these exciting learning technologies. Finally, the chapter will identify what the authors believe to be future trends in relation to e-learning and games-based e-learning.

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