Cracking the Code of Electronic Games: Some Lessons for Educators

Author:

Alexander Gadi1,Eaton Isabelle2,Egan Kieran3

Affiliation:

1. Ben Gurion University

2. Canadian Council on Learning

3. Simon Fraser University

Abstract

Background/Context Students’ ready engagement in electronic games and the relative ease with which they sometimes learn complex rules have intrigued some educators and learning researchers. There has been growing interest in studying electronic gaming with the aim of trying to work out how learning principles that are evident in games can be harnessed to make everyday academic learning more engaging and productive. Many studies of students’ learning while gaming have yielded recommendations for teaching and learning in regular classrooms. Purpose/Objective/Research Question/Focus The intent of this work is to describe various ways in which students’ ready engagement in, and quick learning when playing, electronic games have been assumed to provide useful guidance to educators. This goal is pursued by means of analysis of the relevant research and the prescriptions for classroom teaching and learning that have emerged it. Close critical examination of these attempts to infer educational practices from electronic gaming yields three general strategies that have been pursued. The focus of this study has been on evaluating the relative value of these three general strategies. Research Design This is an analytic article that provides a description of an array of attempts to derive educational principles from the perceived success of students’ learning while they are engaged in electronic games, a meta-analytic organization of these attempts into three general categories, and an evaluation of each of these categories’ success in contributing to education or failure to do so. Conclusions/Recommendations The analysis leads to the conclusion that the three main approaches to understanding the connection between gaming and education have included, first, seeing games as teaching desirable learning skills through the simple act of playing; second, a focus on the integration of curriculum content into games; and, third, an effort to abstract learning principles embedded in electronic games and applying these to educational content. Close examination of each of these three approaches in turn leads to the conclusion that the third approach is the one that holds the greatest potential value for educational practice.

Publisher

SAGE Publications

Subject

Education

Cited by 6 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. Why Games?;International Journal of Game-Based Learning;2022-01

2. Playful Education and Innovative Gamified Learning Approaches;Research Anthology on Developments in Gamification and Game-Based Learning;2022

3. Covid-19 pandemic and its impact on increasing the risks of children's addiction to electronic games from a social work perspective;Heliyon;2021-12

4. Belonging in a Videogame Space: Bridging Affinity Spaces and Communities of Practice;Teachers College Record: The Voice of Scholarship in Education;2017-11

5. Minecraft as a Creative Tool;International Journal of Game-Based Learning;2014-04

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