Video games in education: Opportunities for learning beyond research claims and advertising hype

P. G. Schrader, Kimberly A. Lawless, Hasan Deniz

Research output: Chapter in Book/Report/Conference proceedingChapter

8 Scopus citations

Abstract

There has been an abundance of writing about video games1 in education. Characteristic of a young field, much of this work is theoretical and not necessarily based on data (de Freitas, 2006). Classroom integration strategies rely on researchers' arguments, anecdotal evidence, and teachers' pragmatism. Unfortunately, video games are often created for profit and to entertain, leaving many additional issues to consider (i.e., marketing, effectiveness, etc.). Researchers' arguments combined with video games' widespread popularity and potentially spurious advertising may leave teachers confused or misinformed. To exemplify this issue, this chapter contrasts the salient properties of a commercial game (Spore), an immersive context with game-like features (Quest Atlantis), and a pedagogically based immersive context (GlobalEd 2). Specifically, the authors describe the educational and technological affordances of three contexts, the limitations associated with each, and the necessary yet pragmatic steps involved in their classroom use.

Original languageEnglish (US)
Title of host publicationDesign and Implementation of Educational Games
Subtitle of host publicationTheoretical and Practical Perspectives
PublisherIGI Global
Pages293-314
Number of pages22
ISBN (Print)9781615207817
DOIs
StatePublished - 2010

All Science Journal Classification (ASJC) codes

  • General Engineering

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