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Students @ play: serious games for learning in higher education
2007
The rise of digital games over recent years has been exponential. While many are used for entertainment, digital games have also begun to permeate educationwhich has lead to the coining of the term -serious games‖ [1]. Proponents of serious games argue that they hold enormous potential for learning [2], by embodying a range of pedagogical strategies. While some have adopted commercial games for use in the classroom, others have designed games specifically for educational purposes. However,
doi:10.21427/cesz-zy67
fatcat:4d32twucr5fkhehrbieahsz3ni