Authors
E. Sanchez, H. van Oostendorp, J.D. Fijnheer, E. Lavoué
Publication date
2019
Book
Encyclopedia of Education and Information Technologies
Publisher
Arthur Tatnall
Description
Digital game-based learning (DGBL) is increasingly being used to refer to the use of games for expected learning outcomes. The expression emphasizes the importance of the context of using digital games for educational purpose rather than the use of stand-alone applications (Egenfeldt-Nielsen et al. 2011). Game-based learning (GBL) usually refers to the use of digital games called serious games, digital learning, or educational games. However, non-digital games are also widely used for educational purposes. GBL is not often clearly defined in research papers. This is probably due to the difficulty to defining what playing means. Two main criteria emerge (Brougère 2000). The first criteria is the second-degree, the meta-level of the activity. A same conduct might be considered to be a game or not depending on the meaning of the activity. As a consequence, a game is frivolous and nonproductive. The second …
Total citations
201320142015201620172018201920202021202220232024124510142818174
Scholar articles
E Sanchez, H van Oostendorp, JD Fijnheer, E Lavoué - Encyclopedia of Education and Information …, 2020