Advanced Search

Journal Navigation

Journal Home

Subscriptions

Archive

Contact Us

Table of Contents

Click here for more information

CiteULike is a free service for managing and discovering scholarly references - click here to get started.

Sign In to gain access to subscriptions and/or personal tools.
Simulation & Gaming
This Article
Right arrow Full Text (PDF)
Right arrow All Versions of this Article:
1046878109340294v1
40/5/669    most recent
Right arrow References
Right arrow Alert me when this article is cited
Right arrow Alert me if a correction is posted
Right arrow Citation Map
Services
Right arrow Email this article to a friend
Right arrow Similar articles in this journal
Right arrow Alert me to new issues of the journal
Right arrow Add to Saved Citations
Right arrow Download to citation manager
Right arrowRequest Permissions
Right arrow Request Reprints
Right arrow Add to My Marked Citations
Citing Articles
Right arrow Citing Articles via Scopus
Google Scholar
Right arrow Articles by Moreno-Ger, P.
Right arrow Articles by Torrente, J.
Social Bookmarking
 Add to CiteULike   Add to Complore   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Reddit   Add to Technorati   Add to Twitter  
What's this?

Digital Games in eLearning Environments

Current Uses and Emerging Trends

Pablo Moreno-Ger

Universidad Complutense de Madrid, Spain, pablom{at}fdi.ucm.es

Daniel Burgos

ATOS Origin, Barcelona, Spain, daniel.burgos{at}atosresearch.eu

Javier Torrente

Universidad Complutense de Madrid, Spain, jtorrente{at}fdi.ucm.es

The notion of using games in education is as old as games themselves. In addition, the massive market opened by the digital games industry has caused great interest regarding their specific potential in education. However, this interest is sometimes thwarted by the resistance of traditional educational settings toward technology-enhanced learning and digital games. The future, on the contrary, is much more promising within the eLearning field. This field is in a process of evolution and reinvention, seeking new features and ideas to improve the learning experience. We believe that educational games are a perfect medium for these new directions in eLearning. In this article, the synergies between the new eLearning environments and educational games are explored and reviewed.

Key Words: adaptation • assessment • collaborative learning • debriefing • educational games • educational process • eLearning • game-based learning • learning design • learning management system • learning object model • learning styles • personalized learning • SCORM • social network • standardization • virtual learning environment • virtual world

This version was published on October 1, 2009

Simulation & Gaming, Vol. 40, No. 5, 669-687 (2009)
DOI: 10.1177/1046878109340294


Add to CiteULike CiteULike   Add to Complore Complore   Add to Connotea Connotea   Add to Del.icio.us Del.icio.us   Add to Digg Digg   Add to Reddit Reddit   Add to Technorati Technorati   Add to Twitter Twitter    What's this?