Games and Simulations

Author:

Akilli Göknur Kaplan1

Affiliation:

1. Pennsylvania State University, USA

Abstract

Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack of available well-designed research studies about their integration into teaching and learning leaves unanswered questions, despite their more than 30 years of existence in the instructional design movement. Beginning with these issues, this chapter aims to shed light on the definition of games and simulations, their educational use, and some of their effects on learning. Criticisms and new trends in the field of instructional design/development in relation to educational use of games and simulations are briefly reviewed. The chapter intends to provide a brief theoretical framework and a fresh starting point for practitioners in the field who are interested in educational use of games and simulations and their integration into learning environments.

Publisher

IGI Global

Reference80 articles.

1. Akilli, G. K., & Cagiltay, K. (2006). An instructional design/development model for game-like learning environments: The FIDGE model. In M. Pivec (Ed.), Affective and emotional aspects of human-computer interaction game-based and innovative learning approaches (Vol. 1, pp. 93-112). Amsterdam, The Netherlands: IOS Press.

2. Alessi, S. M., & Trollip, S. R. (2001). Multimedia for learning: Methods and development (3rd ed.). Boston: Allyn and Bacon Publication.

3. The use of computer games as an educational tool: identification of appropriate game types and game elements

4. Bates, A. W. (2000). Managing technological change. Strategies for college and university leaders. San Francisco: Jossey-Bass.

5. Baudrillard, J. (1983). Simulations. New York: Semiotext[e].

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