The IRMA Community
Newsletters
Research IRM
Click a keyword to search titles using our InfoSci-OnDemand powered search:
|
Finding and Evaluating Great Educational Games
|
Author(s): Elisa Gopin (Lifelong Learner, Israel)
Copyright: 2014
Pages: 15
Source title:
Transforming K-12 Classrooms with Digital Technology
Source Author(s)/Editor(s): Zongkai Yang (Central China Normal University, P. R. China), Harrison Hao Yang (State University of New York at Oswego, USA & Central China Normal University, P. R. China), Di Wu (Central China Normal University, P. R. China)and Sanya Liu (Central China Normal University, P. R. China)
DOI: 10.4018/978-1-4666-4538-7.ch005
Purchase
|
Abstract
Digital games are increasingly being used as educational tools. They are intrinsically motivating for many students and offer a natural learning environment. However, not all games are equally effective in the classroom and there is thus a need for frameworks to guide teachers so that learning goals are aligned with a game’s goals and to determine whether or not the game design supports effective learning. This chapter offers an analysis framework that can be used by classroom teachers to understand the different ways that games can support learning and to critique specific games to determine whether or not they meet the learning requirements. The chapter includes a checklist for teachers, as well as a feedback form for students who playtest games for use in the classroom.
Related Content
.
© 2021.
14 pages.
|
.
© 2021.
13 pages.
|
.
© 2021.
24 pages.
|
.
© 2021.
60 pages.
|
.
© 2021.
124 pages.
|
.
© 2021.
72 pages.
|
.
© 2021.
88 pages.
|
|
|