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Handbook of Research on Effective Electronic Gaming in Education
Used by intelligent tutoring systems to identify what knowledge students are applying to a problem. Used to select the ideal tutoring guidance to offer that student for a particular problem or situation.
Published in Chapter:
The Future of Digital Game-Based Learning
Brian Magerko (Georgia Institute of Technology, USA)
Copyright: © 2009 |Pages: 15
DOI: 10.4018/978-1-59904-808-6.ch073
Abstract
This chapter discusses the potential future of games for learning through the lens of current advantages of real-world education that are thus far lacking in educational games. It focuses on four main facets of the real-world educational experience: adapting content to an individual student, the rigorous evaluation of educational media, the ease of modification of educational games, and the application of games to new domains and teaching techniques. The chapter then suggests how we as designers and developers can make strides towards incorporating these lacking elements into how we build and use educational games. The author hopes that this discussion can be used to foster discussion about where the field could be and should be going in the near future.
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