Computer ScienceEducation

Third generation educational use of computer games

Simon Egenfeldt-Nielsen

2007.7.1Journal of Educational Multimedia and Hypermedia

tlooto Summary

The article suggests that the authors are moving towards a new generation of educational use of games that is more inclusive and relies on constructivist learning theories and a deeper understanding of the potential and limitations of computer games in educational praxis.

Abstract

This article outlines the characteristics and problems related to edutainment and of the associated research studies demonstrating that learning outcomes look promising. The article suggests that we are moving towards a new generation of educational use of games that is more inclusive. This new generation relies on constructivist learning theories and a deeper understanding of the potential and limitations of computer games in educational praxis. In this approach computer games are just another tool for the teacher which can be dispensed with great success for the right tasks, but have clear limitations and require qualifi ed teachers that can serve as facilitators of learning. [abstract ends]

Citation format

EGENFELDT-NIELSEN, Simon. Third generation educational use of computer games. Journal of Educational Multimedia and Hypermedia, 2007, 16: 263–281.