Abstract

Abstract The 2008 HORIZON REPORT lists “games as pedagogical platforms” as one of seven metatrends related to emerging technologies in higher education (1). Many in higher education agree with Oblinger that “exploring games and education is inherently controversial. Games can seem uneducational; they are typically associated with play and childhood…. Assertions that games must be used to make learning fun ignore the fact that students who are deeply engaged in learning consider it both fun and hard work” (2, p. 1). GIVEN THE EMERGENCE IN HIGHER EDUCATION OF THE NET GENERATION, WHICH WAS RAISED ON VIDEO GAMES, WE SHOULD BEGIN TO EXPLORE THE NEW WORLD OF EDUCATIONAL GAMING.

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