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The Educational Value of Digital Games: Possibilities and Limitations of the Use of Digital Games as Educational Tools (The Spore Case)

The Educational Value of Digital Games: Possibilities and Limitations of the Use of Digital Games as Educational Tools (The Spore Case)
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Author(s): Ana Castro Correia (TECField Sistemas de Informação e Multimédia, Lda, Portugal)and Lia Raquel Oliveira (University of Minho, Portugal)
Copyright: 2011
Pages: 17
Source title: Computer Games as Educational and Management Tools: Uses and Approaches
Source Author(s)/Editor(s): Maria Manuela Cruz-Cunha (Polytechnic Institute of Cavado and Ave, Portugal), Vitor Hugo Varvalho (Polytechnic Institute of Cávado and Ave, Portugal)and Paula Tavares (Polytechnic Institute of Cávado and Ave, Portugal)
DOI: 10.4018/978-1-60960-569-8.ch006

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Abstract

The use of digital games in educational contexts encourages active, critical, autonomous and participated learning processes, overcoming some of the limitations presented in more ‘conventional’ methods, engaging players in non-passive forms of acquiring knowledge and skills. Aiming to demonstrate how digital games make the learning process possible by allowing the development of critical thinking, outlined during the act of playing, we will proceed to a critical analysis of Spore, a game created by Electronic Arts in 2008, demonstrating how the player places himself in an active learning situation which is self controlled and self regulated, facilitating the comprehension of phenomena that are not a part of formal teaching.

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