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This book examines research evidence about the effectiveness of using computer games for instruction in both educational and training settings. Education and training share most principles and procedures, but diverge with respect to aims (Tobias & Fletcher, 2000). A fair generalization about the purpose of education is that it aims to prepare people for life, whereas training usually intends to prepare them to perform a relatively specific task. Therefore, it seems reasonable to assume that if games are effective for use in delivering instruction in one of these settings, they will also be effective in the other.

Tobias, Fletcher, Dai, and Wind (this volume) review a large sample of research results dealing with computer games, including a table summarizing the findings of the studies conducted between 1992 and 2009. The review examines evidence to determine if game playing results in enhanced cognitive, perceptual, psychomotor, affective, or attitudinal capabilities, and/or increased knowledge. Three well-known experts on computer games (Gee, Dede, and Prensky, all this volume) prepared chapters reacting to the review.

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