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Game-Based Learning: Trends, Research, and Sheer Ridiculousness
TALK

, New Mexico State University, United States

Abstract

Though transformational, serious and educational games have been used for some time, research and wide-spread school-based integration on games are being met with increased enthusiasm. Dr. Chamberlin will share some of the latest research on game impacts (including where research can go next), upcoming trends for classroom-based gaming, and some of the challenges the game-based learning field faces.

Citation

Chamberlin, B. (2015). Game-Based Learning: Trends, Research, and Sheer Ridiculousness. In C. Crawford, D. Willis, R. Carlsen, I. Gibson, K. McFerrin, J. Price & R. Weber (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2015. Association for the Advancement of Computing in Education (AACE). Retrieved April 23, 2019 from .

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