DESIGN, UTILIZATION, AND IMPLICATIONS OF GAME-BASED LEARNING
In a published work by Kent State’s renowned Dr. Richard E. Ferdig, his findings include theoretical and empirical understandings of electronic games and computer-mediated simulations. The journal publishes research from fields and disciplines that share the goal of improving the foundational knowledge base of games and simulations. The journal examines the cognitive, social, and emotional impact of gaming and simulation, while also reviewing the current and future trends/technologies related to development and implementation. This framework aims to understand the societal and cultural impacts of gaming, and use of race and gender in development. With an innovative and continuously evolving field, and using current research methods/ methodologies, this resource aims to also discuss the psychological aspect of gaming. Moreover, key highlights from the journal provide deeper investigation into areas of interest within either gaming or simulations at multiple age and grade levels.
![Learning with Technology A student using technology and toys to learn](https://www-s3-live.kent.edu/s3fs-root/s3fs-public/thumbnail_IMG_2543.jpg?VersionId=AgrRsuk0dVqL7gbhJFpF45JnOKwL41ZC)