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Group awareness tools for computer-supported collaborative learning

Bodemer, Daniel; Janssen, Jeroen; Schnaubert, Lenka

Authors

Daniel Bodemer

Jeroen Janssen



Contributors

Frank Fischer
Editor

Cindy E. Hmelo-Silver
Editor

Susan R. Goldman
Editor

Peter Reimann
Editor

Abstract

The past decade has seen tremendous growth in the instructional use of digital games in K-16 education. While most attention has focused on approaches of playing games for learning, making games for learning is now seen as an equally promising approach. In this chapter, we outline major directions on how gaming has been used for learning in both approaches and review findings from current meta-analyses and meta-syntheses that have examined motivational and academic learning outcomes of game playing and making inside and outside classrooms for students of different ages. In the discussion, we address possible overlaps between playing and making games for learning, present designs that connect playing and making games, review opportunities for online gaming, examine opportunities in the independent gaming movement, and consider opportunities for future research.

Book Type Edited Book
Online Publication Date Apr 27, 2018
Publication Date 2018-04
Deposit Date Apr 21, 2023
Pages 351-358
Book Title International Handbook of the Learning Sciences
Chapter Number 34
ISBN 9781317208365
DOI https://doi.org/10.4324/9781315617572
Public URL https://nottingham-repository.worktribe.com/output/19009394
Publisher URL https://www.taylorfrancis.com/chapters/edit/10.4324/9781315617572-34/group-awareness-tools-computer-supported-collaborative-learning-daniel-bodemer-jeroen-janssen-lenka-schnaubert?context=ubx&refId=b5acb87a-4034-41ac-9682-b451dec60175