Educational? Games?
Educational? Games?
This chapter considers various issues involving educational games. It explains how the game label can be both a stigma and an asset for the designers and creators of educational games, as well as the teachers who are their potential customers. It discusses the importance of content in games—materials that are directly subject-matter-related, often fact-based, and can be delivered easily to students.
Keywords: educational games, education, video games, game design, content
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