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This document provides an overview of research on the educational use of video games. It examines key learning theories applied to video games, including behaviorism, cognitivism, constructionism, and socio-cultural approaches. It also analyzes five tensions that emerge from the research: learning vs. playing; freedom vs. control; drill-and-practice games vs. microworlds; transmission vs. construction; and teacher intervention vs. no teacher intervention. The overview is based on a review of over 300 sources and focuses on the implications of using video games for educational purposes specifically. It distinguishes between different types of educational video games, such as edutainment games, commercial entertainment games used for education, and research





























