Affiliation:
1. Lifelong Learner, Israel
Abstract
Digital games are increasingly being used as educational tools. They are intrinsically motivating for many students and offer a natural learning environment. However, not all games are equally effective in the classroom and there is thus a need for frameworks to guide teachers so that learning goals are aligned with a game’s goals and to determine whether or not the game design supports effective learning. This chapter offers an analysis framework that can be used by classroom teachers to understand the different ways that games can support learning and to critique specific games to determine whether or not they meet the learning requirements. The chapter includes a checklist for teachers, as well as a feedback form for students who playtest games for use in the classroom.
Cited by
5 articles.
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1. Escape Rooms for International Recruitment and International Business Management;Advances in Educational Technologies and Instructional Design;2023-02-10
2. Experiences and perspectives of Technology-enhanced learning and teaching in higher education – Serbian case;Procedia Computer Science;2018
3. Evaluating Games for Classroom Use;Springer International Handbooks of Education;2018
4. Evaluating Games for Classroom Use;Handbook of Comparative Studies on Community Colleges and Global Counterparts;2018
5. Commercial Off-the-Shelf Games as Learning Media;Proceedings of the 17th International Conference on Computer Systems and Technologies 2016;2016-06-23