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The Next Generation of Educational Engagement
Open accessAbstract
Games are no longer just for fun; they offer potentially powerful learning environments. Today's students have grown up with computer games. In addition, their constant exposure to the Internet and other digital media has shaped how they receive information and how they learn. There are many attributes of games that make them pedagogically sound learning environments. An increasing number of faculty are using games as enhancements to the traditional learning environment with encouraging results. While the interactivity and engagement of games are highly positive a number of questions remain about how games will be developed, deployed and accepted in higher education. Invited Commentary: Mason, R. (2004) Commentary on: Oblinger, D. (2004). The Next Generation of Educational Engagement. [PDF] Editors: Terry Anderson and Denise Whitelock.
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Prensky, M. (2003) · Computers in Entertainment · doi:10.1145/950566.950596 · Cited by 3,089
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Papastergiou, M. (2009) · Computers & Education · doi:10.1016/j.compedu.2008.06.004 · Cited by 1,689
Hwang, G.-J., Yang, L.-H., & Wang, S.-Y. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.07.008 · Cited by 629
Papastergiou, M. (2009) · Computers & Education · doi:10.1016/j.compedu.2009.04.001 · Cited by 565
Game-Based Learning in Science Education: A Review of Relevant Research
Li, M.-C., & Tsai, C.-C. (2013) · Journal of Science Education and Technology · doi:10.1007/s10956-013-9436-x · Cited by 391
Metadata
- Authors
- Oblinger, D. G.
- Venue
- Journal of Interactive Media in Education
- Publisher
- Ubiquity Press, Ltd.
- Published
- 2004-05-21
- Volume
- 2004
- Issue
- 1
- Pages
- 10
- ISSN
- 1365-893X (ISSN-L)
- OpenAlex
- W2107726150
- Cited by
- 640
- References
- 1
- FWCI
- 19.80
- Type
- journal article
- Language
- en
- Open access
- diamond
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