The Magic Bullet

Author:

Becker Katrin1

Affiliation:

1. Simon Fraser University, Canada

Abstract

This paper outlines a simple and effective model that can be used to evaluate and design educational digital games. It also facilitates the formulation of strategies for using existing games in learning contexts. The model categorizes game goals and learning objectives into one or more of four possible categories. An overview of the model is provided and the four categories are defined. The model is used to analyze several games. The implications that this model has for the design and use of games as instructional technologies are then described.

Publisher

IGI Global

Subject

Developmental and Educational Psychology,Education

Reference20 articles.

1. Becker, K. (2007a, June 25-29). Battle of the Titans: Mario vs. MathBlaster. Paper presented at the 19th Annual World Conference on Educational Multimedia, Hypermedia & Telecommunications (ED-MEDIA), 2007, Vancouver, Canada.

2. Becker, K. (2007b, November 15-17). Instructional Ethology: Reverse Engineering for Serious Design of Educational Games. Paper presented at the Future Play, The International Conference on the Future of Game Design and Technology, Toronto, Ontario, Canada.

3. Video Game Pedagogy: Good Games = Good Pedagogy;K.Becker;Games: Their Purpose and Potential in Education,2008

4. Distinctions between games and learning: A review of the literature on games in education;K.Becker;Gaming & Cognition: Theories and Perspectives From the Learning Sciences,2010

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