2005
DOI: 10.1177/003172170508700205
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Video Games and the Future of Learning

Abstract: COMPUTERS ARE changing our world: how we work, how we shop, how we entertain ourselves, how we communicate, how we engage in politics, how we care for our health. The list goes on and on. But will computers change the way we learn? The short answer is yes. Computers are already changing the way we learn -and if you want to understand how, just look at video games. Not because the games that are currently available are going to replace schools as we know them any time soon, but because they give a glimpse into … Show more

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Cited by 708 publications
(505 citation statements)
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References 15 publications
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“…Gee [5] suggests that video games have a strong relationship with learning and literacy and there are suggestions that there is a link between video games and enjoyment in the learning process [32,18]. Shaffer et al [26] pursue the same question with regard to the relationship between video games, learning and future benefits. Squire [30] closes the circle by teasing the relationship between video game play and education.…”
Section: Implications For Learning Theorymentioning
confidence: 99%
See 1 more Smart Citation
“…Gee [5] suggests that video games have a strong relationship with learning and literacy and there are suggestions that there is a link between video games and enjoyment in the learning process [32,18]. Shaffer et al [26] pursue the same question with regard to the relationship between video games, learning and future benefits. Squire [30] closes the circle by teasing the relationship between video game play and education.…”
Section: Implications For Learning Theorymentioning
confidence: 99%
“…HERE has been an increased interest in and about the potential educational benefits that video games may offer [5,19,26,30]. However, while some progress is being made in terms of quantifying these claims [27], there is still some way to go to validate the assertions [27].…”
Section: Introductionmentioning
confidence: 99%
“…Gamers are able to explore different identities and 'inhabit' roles, which would normally be inaccessible to them (Akkerman et al, 2009;Shaffer et al, 2005;Winn, 2002). They are able to alter and change various situations and environments, which in real life would be unalterable; view various phenomena which they may be impossible to witness for real and observe the behaviour of particular environments in different periods of time and changing over time (Rickard and Oblinger, 2004;Squire, 2003Squire, , 2008.…”
Section: Review Of Literaturementioning
confidence: 99%
“…During game play, the learning of and exposure to words and symbols take place while experiencing the actual reality of these words (Burnett, 2010). Furthermore, video game players research sites and information about the game, read and create game cheats and data about particular levels or tasks in the game and participate in discussion forums (Shaffer et al, 2005). Media-rich early literacy programmes, which include online games, have significant effects on children's literacy development (Penuel et al, 2009).…”
Section: Video Games and Literacymentioning
confidence: 99%
“…Some of the persuasive proponents for the use of video games for educational purposes include Prensky (2001;, Gee (2007), Shaffer, Squire, Halverson, and Gee (2004) and Squire (2003). A selective review of the research literature does show that playing video games has positive effects on game players.…”
Section: Introductionmentioning
confidence: 99%