Open Access Graduate Research Paper
Video games -- Study and teaching; Simulation games in education; Educational games -- Computer-assisted instruction
This review of literature focuses on the uses of digital gaming within learning environments. Using academic journal articles, the author reviews the advantages and disadvantages of using digital games, ways instructors are using digital games, the uses of educational as well as recreational digital games, considerations for implementing digital games, and an overview on the importance of digital security. The benefits include increased motivation, collaboration, and the increased opportunity of a learner potentially entering the flow experience. The disadvantages include health risks as well as some learners' negative attitudes towards digital gaming. The author recommends instructors to consider using digital games as a learning tool, but also warns them to carefully consider any digital gaming intervention; otherwise maximum learning potential may not be achieved. In closing, the author mentions the ever-evolving realm of digital gaming and concludes that more research is needed as a means of staying informed.
Year of Submission
Master of Arts
Department of Curriculum and Instruction
Division of Instructional Technology
Leigh E. Zeitz
1 PDF file (36 leaves)
©2012 Seth Weylin Vickers
Vickers, Seth Weylin, "Digital gaming as a learning tool : a literature review" (2012). Graduate Research Papers. 1657.