2006
DOI: 10.1080/17439880601021967
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Using games and simulations for supporting learning

Abstract: The growing interest in the use of games and simulations to support learning is evidenced in the literature, as well as in recent research projects and initiatives. While a focus upon the users of games and simulations is not well evidenced in the literature, this study aimed to highlight key issues and perceptions that inform and underpin how games and simulations were regarded by learners, tutors and experts using these tools. The paper highlights several key issues at stake in the wider debate about the val… Show more

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Cited by 268 publications
(145 citation statements)
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References 17 publications
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“…Benefits of combining SG with other training activities include: the learners' motivation is higher; completion rates are higher; possibility of accepting new learners; possibility of creating collaborative activities; learn through doing and acquiring experience (Freitas, 2006).…”
Section: Serious Gamesmentioning
confidence: 99%
“…Benefits of combining SG with other training activities include: the learners' motivation is higher; completion rates are higher; possibility of accepting new learners; possibility of creating collaborative activities; learn through doing and acquiring experience (Freitas, 2006).…”
Section: Serious Gamesmentioning
confidence: 99%
“…While research on pedagogical simulations in political science is part of a broader literature that advocates for active and experiential instructional techniques (e.g., Crossley-Frolick 2010; de Freitas 2006), their efficacy at enabling students to achieve desired learning outcomes has not been comprehensively validated, in part due to the frequent failure to properly align simulations with course learning objectives or assessment regimes (Raymond and Usherwood 2013). As Krain and Lantis (2006:399, 400) have shown, "very few studies confirm our experiences (and convictions) that however, there were no statistically significant improvements in exam scores among simulation participants compared to students who received traditional lectures and assignments.…”
Section: Introductionmentioning
confidence: 99%
“…Duin et al, 2012). The advent of serious games has given rise to the possibility of enhancing the learning (Freitas, 2006) with an increasing number of advocates promoting the use of serious games as a delivery platform (Aldrich, 2005) for education and competence development. This effort has been hampered by the perceived lack of concrete evidence concerning the effectiveness of learning and the fragmentation of the research community raises difficult challenges (Hauge et al, 2010).…”
Section: Introductionmentioning
confidence: 99%