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Digital Games in eLearning Environments

Pablo Moreno-Ger, Daniel Burgos and Javier Torrente
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Pablo Moreno-Ger: Universidad Complutense de Madrid, Spain, pablom@fdi.ucm.es
Daniel Burgos: ATOS Origin, Barcelona, Spain, daniel.burgos@atosresearch.eu
Javier Torrente: Universidad Complutense de Madrid, Spain, jtorrente@fdi.ucm.es

Simulation & Gaming, 2009, vol. 40, issue 5, 669-687

Abstract: The notion of using games in education is as old as games themselves. In addition, the massive market opened by the digital games industry has caused great interest regarding their specific potential in education. However, this interest is sometimes thwarted by the resistance of traditional educational settings toward technology-enhanced learning and digital games. The future, on the contrary, is much more promising within the eLearning field. This field is in a process of evolution and reinvention, seeking new features and ideas to improve the learning experience. We believe that educational games are a perfect medium for these new directions in eLearning. In this article, the synergies between the new eLearning environments and educational games are explored and reviewed.

Keywords: adaptation; assessment; collaborative learning; debriefing; educational games; educational process; eLearning; game-based learning; learning design; learning management system; learning object model; learning styles; personalized learning; SCORM; social network; standardization; virtual learning environment; virtual world (search for similar items in EconPapers)
Date: 2009
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Persistent link: https://EconPapers.repec.org/RePEc:sae:simgam:v:40:y:2009:i:5:p:669-687

DOI: 10.1177/1046878109340294

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