Simon Egenfeldt-Nielsen

Beyond Edutainment: Exploring the Educational Potential of Computer Games

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Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. These years the area has gained new momentum and labels – game-based learning, serious games and educational games are just some of them. This dissertation aims to be a contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. The framework laid out extends from an experiential learning approach, where concrete experiences are the starting point that can be transformed through reflection, instruction and active experimentation. It is concluded that computer games provide rich concrete experience that can be manipulated in the game universe providing more handles for the student compared to other media formats.
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475 printed pages
Original publication
2013
Publication year
2013
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Quotes

  • Henning Lundhas quoted7 years ago
    The military’s educational use of computer games

    The earliest formal roots of war games are Chaturanga, the Indian forefather of chess, but the formal introduction of games into the military starts with Helwig in 1780, refined later by Lieutenant Von Reisswitz.
  • thebookishomehas quoted7 years ago
    Malone & Lepper (1987a) acknowledge that the real challenge is how to balance the wish for learning specific content, attitudes or skills with the discovery-based approach in computer games. They also envision great problems in matching the open environment with learners with different abilities. They refer to the academic level of students but with the increasingly complex computer games (compared to that time) it also becomes a question of catering for different levels of game literacy among learners.
  • thebookishomehas quoted7 years ago
    The following ten points are listed as characteristic of the new generation: twitch speed, parallel processing, graphics first, random access, connected, active, play, payoff, fantasy and technology-as-friend.
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