Guest Editorial: Game Based Learning for 21st Century Transferable Skills: Challenges and Opportunities

March 6, 2014

Game_01Digital serious games (SGs) (Gee, 2003; Prensky, 2003) offer a high potential to foster and support learning in educational and training settings. SGs aim at improving learning processes by providing attractive, motivating and effective tools. So far, effectiveness of SGs has been shown by recent studies (e.g., Connolly et al., 2012; Wouters et al., 2013), but the potential of SGs in education is still far to be fulfilled, in particular concerning higher-order learning goals (Connolly et al., 2012) and there is a growing need for educational technology research in this field. Moreover, education, cognitive and engineering methods and tools are needed for efficiently building and evaluating games as means that can provide effective learning experiences (Marfisi-Schottman, Labat & Carron, 2013; Bellotti et al., 2012).

Educational Technology & Society

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