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Handbook of Research on Effective Electronic Gaming in Education Editor: Richard E. Ferdig |
an imprint
of
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Introduction:
Games and gaming
have always been an important part of society and culture. Within the last
35 years, due to numerous technology innovations, electronic games in many
formats have become ubiquitous in everyday life. This ubiquity has meant
that games and gaming has permeated into many fields and disciplines for
multiple purposes, including teaching and learning. Though past research
has examined the use of both electronic and non-electronic games, we still lack
a comprehensive framework for exploring the role of the games for teaching and
learning, the relationship of educational games to other fields, and a
synthesis of best practice for current and future design, implementation, and
research of electronic games. The Handbook of Research on Effective
Electronic Gaming in Education will provide comprehensive coverage of
the use of electronic games in multiple fields. This important new
publication will be distributed worldwide among academic and professional
institutions and will be instrumental in providing researchers, scholars,
students and professionals access to the latest knowledge related to electronic
gaming. Contributions to this important publication will be made by
scholars throughout the world with notable research portfolios and expertise.