Journal Article10.1016/J.CHB.2016.05.023
Game-based Learning and 21st century skills
Meihua Qian,Karen Rebecca Clark +1 more
863
TL;DR: Game-based learning and 21st-century skills have been gaining an enormous amount of attention from researchers and practitioners as discussed by the authors given numerous studies support the positive effects of games on learning, a growing number of researchers are committed to developing educational games to promote students' 21st century skill development in schools.
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About: This article is published in Computers in Human Behavior. The article was published on 01 Oct 2016. The article focuses on the topics: Game design & Game Developer.
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References
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What Video Games Have to Teach Us About Learning and Literacy
James Paul Gee
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TL;DR: Good computer and video games like System Shock 2, Deus Ex, Pikmin, Rise of Nations, Neverwinter Nights, and Xenosaga: Episode 1 are learning machines as mentioned in this paper.
Digital Game-Based Learning
Marc Prensky
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TL;DR: Parents and educators need to hear that video games are not the enemy, but the best opportunity the authors have to engage their kids in real learning.
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21st Century Skills: Learning for Life in Our Times
Bernie Trilling,Charles K. Fadel +1 more
- 08 Sep 2009
Abstract: 21st Century Skills (ISBN 978-0-470-47538-6) was published in 2009 by Jossey-Bass, San Francisco, California, United States. The book has a total of 206+xxxi pages. The authors of the book are Bernie Trilling and Charles Fadel. Bernie Trilling is founder and CEO of 21st Century Learning Advisors, and the former global director of the Oracle Education Foundation. He has worked on various pioneering educational products and services and he is an active member of a number of organizations dedicated to bringing 21st century learning methods to students and teachers around the world. Charles Fadel is founder and chairman of the Center for Curriculum Redesign and the Fondation Helvetica Education, and the former Global Education Lead at Cisco Systems. He has engaged with a wide variety of education ministries or boards and has worked on education projects in more than thirty countries.
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A systematic literature review of empirical evidence on computer games and serious games
TL;DR: The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes, and the most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective
2.7K