
Using Edutainment Software to Enhance Online Learning
Article
Mary Green, Mary Nell McNeese, University of Southern Mississippi, United States
International Journal on E-Learning Volume 6, Number 1, ISSN 1537-2456 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC USA
Abstract
Students entering high school and college today grew up playing digital games. It is part of their culture and they are comfortable with the media. Like it or not, the games have changed the way current students learn. Unfortunately, teachers are often reluctant to change the way they teach or to incorporate games into their pedagogy. This article describes the different game genres available, examines reasons why teachers may or may not want to include digital games as pedagogy, and explains how students who grew up playing games are different from non-gamers. Also addressed are the characteristics of a "good" game and the important role game developers play in the creation of games, which are suitable for educational purposes.
Citation
Green, M. & McNeese, M.N. (2007). Using Edutainment Software to Enhance Online Learning. International Journal on E-Learning, 6(1), 5-16. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE). Retrieved August 19, 2022 from https://www.learntechlib.org/primary/p/6317/.
© 2007 Association for the Advancement of Computing in Education (AACE)
Keywords
References
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Bradley Wiggins & Susan Simkowski, UA-FS, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2014 (Oct 27, 2014) pp. 2050–2058
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