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Editorial: eGames and adaptive eLearning

Crookall,David
Simulation & Gaming , Volume 39 (3): 313 SAGESep 1, 2008

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Editorial: eGames and adaptive eLearning

Abstract

DavidCrookall The term eGames immediately brings to mind “electronic”—as in eLearning. However, the Web site www.eGames.com proudly announces “where the `e' is for everybody.” In a sense, electronic games are for everybody—Google will return over 3.5 million hits on the topic. Well, perhaps not everyone, but a great many younger people today learn, formally and informally, with eGames. This symposium exam- ines some of the practical issues in the development and use of eGames, particularly in higher and further education. The six papers that make up this symposium all, in their own way, examine the intricate nature of the interface among the fields of games, learning, electronic media, content, and design. Also examined are the pedagogical and human issues involved when complex areas are brought together. As you read through these articles you may be struck, as I was once again, by an underlying idea or current. This is that, in all such complex electronic-mediated learn- ing systems, it is not the computers and networks but the learning that is the driving force behind them. It is the game and the content that motivate both designers and learn- ers. The enthusiasm of the contributors to this symposium shines
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Title
Editorial: eGames and adaptive eLearning
Author(s)
Crookall,David
Journal
Simulation & Gaming , Volume 39 (3): 313 SAGE – Sep 1, 2008
Publisher
Sage Publications
Copyright
Copyright © 2008 by SAGE Publications
ISSN
1046-8781
eISSN
1046-8781
D.O.I.
10.1177/1046878108323657
Publisher site
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