Game-related concepts − A literature review

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Lilla Bónus
Lászlóné Nagy

Abstract

Games used for the purposes of education owe their popularity to the fact that they create a learning environment that is suitable for enhancing students’ knowledge and developing their skills while exerting a positive effect on their attitudes. There is extensive international literature on games in education since these games are well suited to generating attractive and interactive learning opportunities, in which students may make discoveries, play games and invent and make use of problem solving strategies. One feature of the literature on the subject is that several new concepts have been added to previously existing ones over the past few decades thus enriching and nuancing the previous theoretical framework. The fitting of the newly emerging concepts into the existing system is not without its challenges, however. The games discussed in the current overview serve educational purposes. These purposes define the type and features of the game. In order for a game to be used successfully in education, reflective user behaviour is needed. In order to develop reflective skills, one must have thorough familiarity with the constantly expanding theoretical framework, since it will help us decide which type of game and approach are the most efficient for any particular purpose. This overview of the literature on educational games undertakes to point out challenges in defining this class of games and discusses the interpretations of concepts appearing in the literature and the interrelations between these concepts. The overview covers the concepts of edutainment, serious games, gamification, game-based learning and digital game-based learning in some detail and briefly touches on other related ideas. Finally, we shall identify and interpret relationships between these concepts.

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Bónus, L., & Nagy, L. (2020). Game-related concepts − A literature review. Iskolakultúra, 30(6), 3–15. https://doi.org/10.14232/ISKKULT.2020.6.3
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References

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