Educational use of online games and simulations

Online games and simulations will receive increasing recognition within the educational community, both as a response to the extent to which these technologies are becoming pervasive in the lives of learners, affecting learning behaviours and expectations, and as new games and simulations are developed and emerge that have educational goals and outcomes identified within them.

The adoption of virtual 3D environments such as Second Life in education will drive interest and publicity.

Research in this area will increase as more questions are asked about the impact of games and gaming on the learning behaviours of students.