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Learning and Teaching with Electronic Games

, University of Florida, United States

Learning and Teaching with Electronic Games. Published . ISBN 978-1-8800-9472-3 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA.


Although notions of gaming and play have been around seemingly forever, there is a recent surge of interest in the possibilities of using electronic gaming for teaching and learning. There are gaming conferences (e.g., Games + Learning + Society -, gaming journals (e.g., Game Studies -, educational game
summits (e.g., Federation of American scientists -,
and gaming initiatives (e.g., Serious Games - Foundations and granting agencies are also showing an increased interest in the use of electronic games (e.g., MacArthur Foundation -


Ferdig, R. (2009). Learning and Teaching with Electronic Games. Chesapeake, VA: Association for the Advancement of Computing in Education (AACE). Retrieved February 22, 2019 from .


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Cited By

  1. Conceptual Framework for Understanding the “Serious-Game”: Application of the Learning Model “S2P”

    Salah Eddine Bahji, High School of Technology (Sale) - Mohammed V-Agdal University (Rabat), Morocco

    Global Learn 2011 (Mar 28, 2011) pp. 1204–1209

These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact


Preface: Learning and Teaching with Electronic Games p. 3
Richard E. Ferdig
Towards a Framework for Understanding Electronic Educational Gaming p. 11
Meredith Dipietro, Richard E. Ferdig, Jeff Boyer and Erik W. Black
New Media Resistance: Barriers to Implementation of Computer Video Games in the Classroom p. 35
John W. Rice
Third Generation Educational Use of Computer Games p. 49
Simon Egenfeldt-Nielsen
First Steps and Beyond: Serious Games as Preparation for Future Learning p. 69
Debbie Denise Reese
Gaming Literacies: A Game Design Study in Action p. 87
Katie Salen
Game Literacy in Theory and Practice p. 109
David Buckingham and Andrew Burn