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From E-Learning to Games-Based E-Learning

From E-Learning to Games-Based E-Learning
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Author(s): Thomas M. Connolly (DS Partnership, UK)and Mark Stansfield (University of the West of Scotland, UK)
Copyright: 2009
Pages: 8
Source title: Encyclopedia of Information Communication Technology
Source Author(s)/Editor(s): Antonio Cartelli (University of Cassino and Southern Lazio, Italy)and Marco Palma (University of Cassino, Italy)
DOI: 10.4018/978-1-59904-845-1.ch035

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Abstract

The emergence of the Internet has had a significant impact on higher education where we have seen elearning evolve from a marginal form of education to a commonly accepted and increasingly popular alternative to traditional face-to-face education. While e-learning has many advantages, there have been problems identified, such as lack of contact leading to feelings of isolation; the need for a motivated, self-disciplined, and mature learner; the monotonous nature of some e-learning materials; and increased drop out rates. If e-learning has developed a reputation for being ‘boring and mindless,’ games have developed the reputation for being engaging and challenging. In recent years, a new form of learning has been developing, namely games-based e-learning, which builds on the successes of e-learning while providing a more stimulating and relevant learning environment for younger people who have been brought up in an environment of powerful home PCs, graphic-rich multiplayer Internet gaming, and mobile phones with ever-increasing functionality. This article will explore the concept of games-based e-learning, discuss some of its pedagogic underpinnings, and examine barriers that may limit the uptake and development of this relatively new approach to learning.

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