29
Copyright © 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
Chapter 2
DOI: 10.4018/978-1-60960-495-0.ch002
INTRODUCTION
This chapter will discuss the definition of ‘Games-
Based Learning’ (GBL) and its associated terms
and will suggest a position for GBL in terms of
its relation to games and simulations. A brief
review of the use of some computer games in
education will then be performed to show the
diversity of the use of GBL outside of computer
science. The chapter will then review the use of
computer games in computing education and will
summarise the empirical evidence associated with
the relevant games. Finally there will be a brief
discussion on the advantages and disadvantages
of games-based learning.
Thomas Hainey
University of the West of Scotland, Scotland
Thomas Connolly
University of the West of Scotland, Scotland
Mark Stansfeld
University of the West of Scotland, Scotland
Liz Boyle
University of the West of Scotland, Scotland
The Use of Computer
Games in Education:
A Review of the Literature
ABSTRACT
Games-based learning has captured the interest of educationalists as it is perceived as a potentially
highly motivating approach for learning in a diverse number of areas. Despite this, there is a dearth of
empirical evidence in the GBL literature, and confusion as to where games-based learning fts in relation
to games, simulations, and serious games. This chapter will present a review of the current state of the
GBL empirical literature, but will particularly focus on the felds of software engineering, Information
Systems, and computer science. This chapter will also take into account the advantages and disadvan-
tages that have to be considered when selecting a GBL approach.