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Constructivist Learning Through Computer Gaming

Constructivist Learning Through Computer Gaming

Morris S.Y. Jong, Junjie Shang, Fong-lok Lee
ISBN13: 9781605669342|ISBN10: 1605669342|ISBN13 Softcover: 9781616922122|EISBN13: 9781605669359
DOI: 10.4018/978-1-60566-934-2.ch014
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MLA

Jong, Morris S.Y., et al. "Constructivist Learning Through Computer Gaming." Technologies Shaping Instruction and Distance Education: New Studies and Utilizations, edited by Mahbubur Rahman Syed, IGI Global, 2010, pp. 207-222. https://doi.org/10.4018/978-1-60566-934-2.ch014

APA

Jong, M. S., Shang, J., & Lee, F. (2010). Constructivist Learning Through Computer Gaming. In M. Syed (Ed.), Technologies Shaping Instruction and Distance Education: New Studies and Utilizations (pp. 207-222). IGI Global. https://doi.org/10.4018/978-1-60566-934-2.ch014

Chicago

Jong, Morris S.Y., Junjie Shang, and Fong-lok Lee. "Constructivist Learning Through Computer Gaming." In Technologies Shaping Instruction and Distance Education: New Studies and Utilizations, edited by Mahbubur Rahman Syed, 207-222. Hershey, PA: IGI Global, 2010. https://doi.org/10.4018/978-1-60566-934-2.ch014

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Abstract

Apart from the ability of computer games to make learning more interesting, a number of researchers and educators have been exploring other educational potentials of computer games. In parallel with the advancement of computer and information technology and the advocacy of constructivism in education, the issue of harnessing computer games to create new constructivist learning opportunities has received attention in both education and game research domains. This chapter is aimed at giving an introduction to computer game-based learning. Besides discussing computer games’ intrinsic educational traits favouring constructivist learning from different perspectives, the authors also review a number of instances of two recent foci in the game-based learning domain. The first one is education in games that involves the adoption of existing recreational games in the commercial market for educational use. The second is games in education that entails designing and developing educational games articulated with different constructivist learning paradigms or pedagogical approaches.

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