Establishing a Science of Game Based Learning

While preliminary evidence from literature reviews supports the potential effectiveness of learning through electronic games (Garris, Ahlers, & Driskell, 2002; Gopher, Weil, & Bareket, 1994; Green & Bavelier, 2003; Knerr, Simutis & Johnson, 1979; Sims & Mayer, 2002; Vogel, et al., 2006), considerable theoretical and empirical work is still needed (Hays, 2005; O’Neil, Wainess, & Baker, 2005). Specifically of interest are the elements that differentiate games from other types of technologies used in learning and training settings; primarily simulations and virtual worlds. The purpose of this chapter is to provide a foundational perspective from which a research agenda for studying games for education and training may be drawn. General conclusions from the science of learning serve as a basis to support the idea that games have the potential to teach and abstract

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