A Taxonomy of Educational Games

Author:

O’Brien Dan1,Lawless Kimberly A.2,Schrader P. G.3

Affiliation:

1. University of Illinois, USA

2. University of Illinois, Chicago, USA

3. University of Nevada, Las Vegas, USA

Abstract

Digital games are a relatively new tool for educators, who often misunderstand their value for education. This is partly since they perceive many very different types of games in the same way. The authors propose a taxonomy of digital games in education based on the features that are relevant to instructional design and educational research. The taxonomy outlines four genres into which games fall, depending on the cognitive functions and skills they engage. The theoretical basis for the taxonomy the authors develop draws from R. M. Gagne’s Five Categories of Learning Outcomes, Bloom’s Taxonomy of Educational Objectives, and D. H. Jonassen’s Typology of Problem Solving. The links between these theories and the educational games taxonomy will allow educators and researchers to understand games in the light of their educational affordances. Instructional design based on these theories can more effectively integrate games into the classroom.

Publisher

IGI Global

Reference43 articles.

1. Game object model version II: a theoretical framework for educational game development

2. Anderson, L. W., & Krathwohl, D. R. (Eds.). (2001). A taxonomy for learning, teaching and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives: Complete Ed. New York: Longman.

3. Artino, A. R., Jr. (2008). A brief analysis of research on problem-based learning. Online submission. Retrieved April 12, 2009, from http://eric.ed.gov/ERICWebPortal/contentdelivery/servlet/ERICServlet?accno=ED501593

4. What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games

5. Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior

Cited by 15 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Education Application Usability Assessments: Comparison Between Blackboard and Canvas Based on App Reviews;2023 Eighth International Conference On Mobile And Secure Services (MobiSecServ);2023-11-04

2. Mafia: An Experiential Learning Game for OB Topics;Management Teaching Review;2023-07-08

3. An educator-oriented method for designing serious role-playing games: An initial exploration;THE 5TH INTERNATIONAL CONFERENCE ON COMPUTATIONAL INTELLIGENCE IN INFORMATION SYSTEMS (CIIS 2022): Intelligent and Resilient Digital Innovations for Sustainable Living;2023

4. Can Educators Develop Digital Role-Playing Games?;Learning Technologies and Systems;2023

5. Incorporating personalized learning in a role-playing game environment via SID model: a pilot study of impact on learning performance and cognitive load;Smart Learning Environments;2022-12-21

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3