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Games in E-learning: How Games Teach and How Teachers Can Use Them

Games in E-learning: How Games Teach and How Teachers Can Use Them
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Author(s): Michelle Aubrecht (Ohio State University, USA)
Copyright: 2012
Pages: 31
Source title: Interactivity in E-Learning: Case Studies and Frameworks
Source Author(s)/Editor(s): Haomin Wang (Dakota State University, USA)
DOI: 10.4018/978-1-61350-441-3.ch009

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Abstract

Game-based learning is a dynamic and powerful way to engage students to develop evidence-based reasoning, analytical and critical thinking skills, problem-solving skills, systems thinking, and connect with peers, all of which are 21st century skills. Games can lead students to become participatory learners and producers instead of passive recipients. This chapter considers the following three approaches to using games with students: (1) an instructor makes a game for a specific learner outcome, (2) students make a game, and (3) an instructor uses a commercial or online game. The chapter emphasizes the second and third methods. Specific examples of how games are being used with students illustrate ways to teach with games.

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