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purpose; decision-making and an experience of autonomy and adaptivity, which
leads to mastery. As Douch et al. (2010) assert, we need to create digital learning
games that build on learners' interests and genre preferences and provide opportuni-
ties for competitive gaming, which is a beneficial learning tool. It is a huge challenge
to design a game for learning purposes, with the same engaging effects as commercial
games. However, the benefits in enhancing psychological resilience and pro-social
skills are both educationally defensible and desirable.
Further reading
Miller, D. J. and Robertson, D. P. (2009) Using a games-console in the primary classroom:
effects of 'Brain Training' programme on computation and self-esteem, British Journal
of Educational Technology , 41 (2): 242-55.
MoLeNET (2010) Games Technologies for Learning: more than just toys . London: LSN.
Useful websites
The Consolarium (Scottish Centre for Games and Learning) at Learning and Teaching
Scotland ltscotland.org.uk/icteducation/gamesbasedlearning/index.asp).
Tim Rylands, Supporting literacy with 'Myst'. http://www.timrylands.com.
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