Chapter 7 Games for Learning

DOI: 10.4324/9781003491927-7

Introduction

Games can play a central role in educating everybody. Indeed, younger people now spend more time playing games than watching television. This chapter addresses the education of three populations: K–12 students, college students, and employees. Each population has three subpopulations, yielding a total of nine targeted populations. Learning objectives for each of these populations are discussed. Alternative game-based interventions for achieving these objectives are considered.

Table 7.1 categorizes the nine targeted populations, as well as example learning objectives. This chapter considers alternative game-based interventions for achieving these objectives.

Table 7.1 ...

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