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