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Iacovides, Ioanna; Aczel, James; Scanlon, Eileen; Taylor, Josie and Woods, William
(2011).
DOI: https://doi.org/10.4018/jvple.2011040101
URL: http://www.igi-global.com/bookstore/article.aspx?t...
Abstract
Digital games can be powerful learning environments because they encourage active learning and participation within “affinity groups” (Gee, 2004). However, the use of games in formal educational environments is not always successful (O’Neil et al., 2005). There is a need to update existing theories of motivation and engagement in order to take recent game-related developments into account. Understanding the links between why people play games, what keeps them engaged in this process, and what they learn as a result could have a significant impact on how people value and use games for learning. This paper examines key research that relates to motivation, engagement, and informal learning through digital games, in order to highlight the need for empirical studies which examine the activities that occur in and around everyday gaming practice.
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About
- Item ORO ID
- 28754
- Item Type
- Journal Item
- ISSN
- 1947-8518
- Extra Information
- This paper appears in the International Journal of Virtual and Personal Learning Environments, as cited above. Posted by permission of the publisher.
- Keywords
- computer games; digital games; engagement; game-based learning; gaming capital; informal learning; involvement; motivation; video games
- Academic Unit or School
-
Institute of Educational Technology (IET)
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?? lds ?? - Research Group
- Centre for Research in Computing (CRC)
- Copyright Holders
- © 2011 IGI Global
- Depositing User
- Users 7961 not found.