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Integration of Digital Games in Learning and E-learning Environments: Connecting Experiences and Context

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Part of the book series: Mathematics Education in the Digital Era ((MEDE,volume 4))

Abstract

Researchers and educational practitioners are increasingly turning their attention towards the effects of the use of digital games for learning. Many games satisfy the basic requirements of learning environments and can support the teaching and learning process. However, an in-depth understanding is needed of the different possibilities that digital games can provide in order to successfully integrate educational methods and game design. The main goal of this chapter is to analyse how the use of digital games could be integrated into learning with special emphasis on the importance of games for connecting experiences, context and learning. The chapter starts with a description of the different terminology used in the field of game-based learning. Then, we provide a summary of the main results obtained by researchers regarding the potential of digital games to support learning and we analyse the main directions for using game-based learning.

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Notes

  1. 1.

    http://www.yoyogames.com/studio.

  2. 2.

    http://scratch.mit.edu.

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Correspondence to Begoña Gros .

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Gros, B. (2015). Integration of Digital Games in Learning and E-learning Environments: Connecting Experiences and Context. In: Lowrie, T., Jorgensen (Zevenbergen), R. (eds) Digital Games and Mathematics Learning. Mathematics Education in the Digital Era, vol 4. Springer, Dordrecht. https://doi.org/10.1007/978-94-017-9517-3_3

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