Abstract

Since the 1970s, computer games have become more and more a part of our culture. For the past 20-30 years, some studies have shown that certain aspects of computer games may have potential benefits in a learning environment. For example, games may increase motivation, collaboration and competition, as well as provide an effective inquiry-based framework (Squire, 2002). With the extreme success of the gaming industry in recent years, the potential for using computer games as a teaching tool in higher education is being increasingly explored. Game-based learning has been used in the military, medicine, and physical education quite successfully. However, the rules and guidelines of incorporating digital game-based learning into education are still quite open and exploration of possibilities is greatly encouraged.

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