The use of computer games within educational contexts has been encouraged by a number of studies showing that, in certain circumstances, their use can allow educators to realize significant improvements over traditional teaching and training methods.
|Title of host publication||Technological and social environments for interactive learning|
|Editors||J. Jovanovic, R. Chiong|
|Place of Publication||Santa Rosa, California|
|Publisher||Informing Science Press|
|Publication status||Published - 2013|
Bibliographical noteThe full text is available free from the link given. The publisher's site can be found at http://informingscience.net/ocart/index.php?route=product/product&product_id=115
- serious games
- e-learning systems
- learning objects
- content repurposing
- educational computer games
Hendrix, M., Protopsaltis, A., Dunwell, I., Petridis, P., Arnab, S., & de Freitas, S. (2013). Repurposing, integrating, and rating serious games as learning objects. In J. Jovanovic, & R. Chiong (Eds.), Technological and social environments for interactive learning (pp. 307-328). Santa Rosa, California: Informing Science Press.