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 language | English (US) |
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Title of host publication | Design and Implementation of Educational Games |
Subtitle of host publication | Theoretical and Practical Perspectives |
Publisher | IGI Global |
Pages | 293-314 |
Number of pages | 22 |
ISBN (Print) | 9781615207817 |
DOIs | |
State | Published - 2010 |
All Science Journal Classification (ASJC) codes
- General Engineering