IRMA-International.org: Creator of Knowledge
Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

Game Mods: Customizable Learning in a K16 Setting

Game Mods: Customizable Learning in a K16 Setting
View Sample PDF
Author(s): Elizabeth Fanning (The University of Virginia, USA)
Copyright: 2009
Pages: 10
Source title: Handbook of Research on Effective Electronic Gaming in Education
Source Author(s)/Editor(s): Richard E. Ferdig (Research Center for Educational Technology - Kent State University, USA)
DOI: 10.4018/978-1-59904-808-6.ch080

Purchase

View Game Mods: Customizable Learning in a K16 Setting on the publisher's website for pricing and purchasing information.

Abstract

A game mod describes a modification within an existing commercial, computer-based game that has been created by a user. By game modding, a user can participate in the creative process by taking the setting of their favorite game and customizing it for entertainment purposes or to convey information. For years, commercial computer-based game developers committed considerable resources towards preventing users from “hacking” into or “hijacking” their games. Now several computer-based game developers provide editors with their products to encourage users to create content, and to allow educators, for instance, to take advantage of the benefits and production quality of commercial computer games to create customized instruction. This chapter focuses on mainstream, accessible games with straightforward modding tools that can be easily integrated into a learning environment.

Related Content

Johnny L. Williams. © 2026. 26 pages.
Anthony Mark Gray, James E. Bartlett. © 2026. 32 pages.
Christopher H. Slotboom. © 2026. 72 pages.
Ameera Law, Sebastian Gutierrez, Keren Asgodom, Mahrukh Khan. © 2026. 32 pages.
Kashish Ali, Autumn Garcia, Alina Vadsariya. © 2026. 20 pages.
Michelle Bartlett. © 2026. 22 pages.
Tarana Afrin Chandel. © 2026. 32 pages.
Body Bottom