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Game-Based Instruction in a College Classroom

Game-Based Instruction in a College Classroom
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Author(s): Nancy Sardone (Seton Hall University, USA), Roberta Devlin-Scherer (Seton Hall University, USA)and Joseph Martinelli (Seton Hall University, USA)
Copyright: 2009
Pages: 13
Source title: Handbook of Research on Effective Electronic Gaming in Education
Source Author(s)/Editor(s): Richard E. Ferdig (Research Center for Educational Technology - Kent State University, USA)
DOI: 10.4018/978-1-59904-808-6.ch082

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Abstract

The last 20 years have brought an increase of computers into educational and home environments, generating an explosion of available educational software products. As a result, students bring a wealth of technology experiences to the college classroom. The use of games as an instructional strategy in the higher education setting is fairly new. This chapter examines the effects of game-based instruction on learning outcomes of college students studying basic computer concepts. With the growing trend toward the use of games to support learning, research is needed to examine learning outcomes. Perhaps faculty will be willing to move to more empirically tested game-based learning strategies, even though initial curriculum development time may be increased.

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