Abstract
Using simulations and games in education has risen sharply in the last decade, together with studies reporting on their learning effects. This article has three objectives: (a) to present the main features of simulations and games used for educational purposes as well as their hybrid forms; (b) to discuss how gamification can be employed to facilitate a transition from simulations to games; and (c) to outline some major findings and challenges underlined in the recent literature on the educational use of simulations and games with a focus on inquiry-based learning in science education.
Original language | English |
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Title of host publication | International Encyclopedia of Education |
Subtitle of host publication | Fourth Edition |
Editors | Robert J. Tierney, Fazal Rizvi, Kadriye Ercikan |
Publisher | Elsevier |
Pages | 681-688 |
Number of pages | 8 |
Edition | fourth |
ISBN (Electronic) | 978-0-12-818629-9 |
DOIs | |
Publication status | Published - 2023 |
Keywords
- Games
- Inquiry-based learning
- Online labs
- Simulations
- NLA