Digital Game-Based Learning
Digital Game-Based Learning
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DOI:
10.1080/07380569.2014.879801
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发表时间:
2014-04
影响因子:
0.9
通讯作者:
W. Sadera;Qing Li;Liyan Song;Leping Liu
中科院分区:
文献类型:
--
作者:
W. Sadera;Qing Li;Liyan Song;Leping Liu
This special issue of Computers in the Schools focuses on digital game-based learning. Gaming has grown in popularity and become a defining characteristic of young learners. Digital games, initially designed for the mass market with few educational connections, have gained increasing interests from educators and researchers. The articles featured in this issue will add to the body of knowledge that argues that digital games, when used effectively in instruction, can improve student learning through increased motivation and engagement. The articles in this issue also explore elements of game design that can increase effectiveness of games in the classroom. This special issue addresses using gaming as part of instruction with a variety of learners and within various learning contexts, including both K–12 education and higher education. This special issue consists of six outstanding articles, which provide readers with examples of game-based learning in practice, as well as discussion of game features that optimize learning opportunities. Selen Turkay and colleagues provide a teacher-oriented literature review addressing theoretical perspectives and game-design issues for educators to consider. Michael Martin and Yuzhong Shen share the results of their study regarding the effects of particular aspects of game design on learning outcomes. Judy Perry and Eric Klopfer’s study explores ubiquitous and causal learning games that help inform us of the educational effectiveness of specific game elements. Min Lun Wu, Kari Richards, and Guan Kung Saw’s investigation uses a massive multiplayer role-playing game to support second-language learning that yielded interesting findings on the interaction between motivation and game-based learning. Min Liu and colleagues further explore this interaction by explaining student motivation as a function of the engaging, interactive environment that is experienced through digital-learning games. In keeping