2008
DOI: 10.1016/j.compedu.2008.05.004
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Examining the pedagogical foundations of modern educational computer games

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Cited by 337 publications
(182 citation statements)
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References 28 publications
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“…These objectives can be better achieved through multimedia interfaces, time constraints, information overload (Critical Thinking Training), and visual representations [Sniezek et al, 2001;Kebritchi and Hirumi, 2008]. The use of real data in interaction with a geographical information system is also a good way to ensure the realism of simulations.…”
Section: How To Improve the Virtual Training Environment?mentioning
confidence: 99%
See 1 more Smart Citation
“…These objectives can be better achieved through multimedia interfaces, time constraints, information overload (Critical Thinking Training), and visual representations [Sniezek et al, 2001;Kebritchi and Hirumi, 2008]. The use of real data in interaction with a geographical information system is also a good way to ensure the realism of simulations.…”
Section: How To Improve the Virtual Training Environment?mentioning
confidence: 99%
“…Nevertheless, they must promote success and explain the failures by factual reasons (particularly during the debriefing), while maintaining a certain distance from the learners. Some of these difficulties seem to be solved by the use of computer-assisted training [Kebritchi and Hirumi, 2008]. …”
Section: Limits Of Existing Environmentsmentioning
confidence: 99%
“…They may have acquired business experience, but many of them have only limited understanding of the operational or technical aspects. Modern educational games are considered to be effective tools in management education, using action instead of explanation to provide an interactive decision-making context (Kebritchi and Hirumi, 2008). A number of authors have suggested the use of simulations game as an innovative pedagogical approach to teach business concepts (Aldrich, 2003;Prensky, 2001;Anderson and Lawton, 2009).…”
Section: Introductionmentioning
confidence: 99%
“…12 Benefits of learning through computer games include the concept that what is learned in games transfers to real life. 13 Computer games allow for reinforcement and mastering of skills and accommodate multiple learning styles and skills, 10 which are difficult to accomplish with traditional instruction. Computer games can also be used to teach hard-to-learn concepts by making them more accessible and engaging.…”
mentioning
confidence: 99%
“…8,9 ''Learning by doing'' uses action instead of explanation, which has been shown to be a more effective way for students to learn. [9][10][11][12] Computer games function as powerful learning environments because they can utilize multisensory, experiential, problem-based learning. 11 This environment prohibits passive engagement and requires active discovery, analysis, and interpretations.…”
mentioning
confidence: 99%