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Game-Based Learning: A Strategy to Integrate Digital Games in Schools

Game-Based Learning: A Strategy to Integrate Digital Games in Schools
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Author(s): Begoña Gros (Universitat Oberta de Catalunya, Spain)
Copyright: 2010
Pages: 15
Source title: Technology Implementation and Teacher Education: Reflective Models
Source Author(s)/Editor(s): Junko Yamamoto (Slippery Rock University, USA), Joseph C. Kush (Duquesne University, USA), Ron Lombard (Chatham University, USA)and C. Jay Hertzog (Slippery Rock University, USA)
DOI: 10.4018/978-1-61520-897-5.ch021

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Abstract

Children and young people today are introduced to the virtual world via video games, and the way that they interact with technology is changing ways of learning and the production of knowledge. The design of a learning environment based on the educational properties of games seems to be an ideal way of increasing learning. Digital games offer a very good example of the principles of successful learning environments; they are users-centered, and they promote challenge, co-operation, engagement and the development of problem-solving strategies. Games can help students learn to collaborate, solve problems, collect and analyse data, test hypotheses, and engage in debate. But there are differences between using digital games for play and using them in a formal context. For this reason, methodologies must be developed for their use in the classroom. In this chapter, the author proposes examples of methods that can be applied to the use of video games in formal education.

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