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1 Catherine Yang -- 136 2026-09-15 07:52:18 |
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Office, E.E. Educational Game. Encyclopedia. Available online: https://encyclopedia.pub/entry/60000 (accessed on 05 October 2026).
Office EE. Educational Game. Encyclopedia. Available at: https://encyclopedia.pub/entry/60000. Accessed October 05, 2026.
Office, Encyclopedia Editorial. "Educational Game" Encyclopedia, https://encyclopedia.pub/entry/60000 (accessed October 05, 2026).
Office, E.E. (2026, September 15). Educational Game. In Encyclopedia. https://encyclopedia.pub/entry/60000
Office, Encyclopedia Editorial. "Educational Game." Encyclopedia. Web. 15 September, 2026.
Educational Game
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An educational game is a game specifically designed, adapted, or intentionally used to achieve defined learning objectives through structured gameplay [1][2][3][4]. It combines pedagogical content with game mechanics—such as goals, rules, feedback, challenge, and progression—so that learning occurs as an integral part of player interaction rather than as an external add-on [1][2]. Educational games may target knowledge acquisition, skill development, problem solving, motivation, or attitude change, depending on instructional design and context [2][3][4]. A core characteristic is alignment between curriculum goals, assessment criteria, and game activities, ensuring that success in the game reflects intended educational outcomes [1][2][3]. In educational research and practice, the term denotes purpose-driven game-based learning tools, distinct from entertainment games used without explicit instructional design [1][2][3][4].

educational game game-based learning digital learning games serious games

References

  1. Jan L. Plass; Bruce D. Homer; Charles K. Kinzer; Foundations of Game-Based Learning. Educ. Psychol. 2015, 50, 258-283. [CrossRef]
  2. Thomas M. Connolly; Elizabeth A. Boyle; Ewan MacArthur; Thomas Hainey; James M. Boyle; A systematic literature review of empirical evidence on computer games and serious games. Comput. Educ. 2012, 59, 661-686. [CrossRef]
  3. Pieter Wouters; Christof van Nimwegen; Herre van Oostendorp; Erik D. van der Spek; A meta-analysis of the cognitive and motivational effects of serious games.. J. Educ. Psychol. 2013, 105, 249-265. [CrossRef]
  4. Douglas B. Clark; Emily E. Tanner-Smith; Stephen S. Killingsworth; Digital Games, Design, and Learning. Rev. Educ. Res. 2016, 86, 79-122. [CrossRef]
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Update Date: 15 Sep 2026
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