At the turn of the 21st century, public interest in games as learning tools took hold. In the eyes of digital game-based learning proponents, the general public and today’s teachers finally understood something that students and educational researchers knew all along. To put it in the words of an elementary student at the 2004 Serious Games Summit, “Why read about ancient Rome when I can build it?”
Since the advent of digital games, ongoing research has supported their effectiveness in education. Another factor for the acceptance of digital game-based learning, according to EDUCAUSE Review, is that today’s students are a part of a digital generation that has become disengaged with traditional instruction. Finally, digital games have grown in popularity; worldwide revenues for digital gaming exceeded $70 billion in 2015.
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