Playful Teaching, Learning Games

New Tool for Digital Classrooms

  • Myint Swe Khine

Part of the Contemporary Approaches to Research in Learning Innovations book series (CARL, volume 5)

Table of contents

  1. Front Matter
    Pages I-IX
  2. Nicola Whitton, Peter Whitton
    Pages 1-19
  3. Chee Siang Ang, Panayiotis Zaphiris, Stephanie Wilson
    Pages 21-37
  4. Sandra Schamroth AbramsChee
    Pages 39-49
  5. Chee Siang Ang, Panayiotis Zaphiris, Stephanie Wilson
    Pages 51-64
  6. Jen Jenson, Nick Taylor, Suzanne de Castell, Milena Droumeva, Stephanie Fisher
    Pages 65-85
  7. Teresa Franklin, William Young II, Chang P. Liu, Li-Wei Peng
    Pages 87-105
  8. Myint Swe Khine
    Pages 121-127
  9. Back Matter
    Pages 129-133

About this book


Educators around the world acknowledge the fact that we live in the knowledge society and ability to think systematically is one of the necessary skills in order to function effectively in the 21st century. In the past two decades, popular culture introduced digital games as part of leisure activities for children and adults. Today playing computer games is routine activity for children of all ages. Many have agreed that interactive computer games enhance concentration, promote thinking, increase motivation and encourage socialisation. Educators found their way in introducing game-based learning in science education to entice the students in teaching difficult concepts. Simulation games provide authentic learning experience and virtual world excites the students to learn new phenomena and enliven their inquisitive mind. This book presents recent studies in game-based learning and reports continuing attempts to use games as new tool in the classrooms.

Editors and affiliations

  • Myint Swe Khine
    • 1
  1. 1.University of BahrainBahrainKingdom of Bahrain

Bibliographic information

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