Serious Games and Edutainment Applications 2017
DOI: 10.1007/978-3-319-51645-5_27
|View full text |Cite
|
Sign up to set email alerts
|

“I Just Don’t Know Where to Begin”: Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Video Games

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
7
0

Year Published

2018
2018
2023
2023

Publication Types

Select...
3
1
1

Relationship

0
5

Authors

Journals

citations
Cited by 9 publications
(7 citation statements)
references
References 16 publications
0
7
0
Order By: Relevance
“…Thus, despite numerous publications that identify links between videogaming and learning standards (cf. Caldwell et al, 2017;Engerman et al, 2015;Stufft & Gillern, 2021), videogames, at best, remain on the periphery of most state and national discussions about standards and student learning in L1 (or L1-related) contexts.…”
Section: L1 Literacies and Games: Different National Contextsmentioning
confidence: 99%
“…Thus, despite numerous publications that identify links between videogaming and learning standards (cf. Caldwell et al, 2017;Engerman et al, 2015;Stufft & Gillern, 2021), videogames, at best, remain on the periphery of most state and national discussions about standards and student learning in L1 (or L1-related) contexts.…”
Section: L1 Literacies and Games: Different National Contextsmentioning
confidence: 99%
“…Still, it is difficult to create a computer game for a specific educational content, which can be globalized to cover the cost for the development of such game [ 19 , 25 , 26 ]. Similarly, it is rather challenging to use available commercial computer games in the educational process [ 21 , 23 , 24 , 38 ], since typically their focus is on rich gaming experience and not on educational prospects. On the other hand, each region has its own traditional games, which can be used for educational purposes, while the integration of these games will shift the pedagogical approach from teacher-centered to student-centered environment [ 35 , 39 , 40 ].…”
Section: Theoretical Backgroundmentioning
confidence: 99%
“…It can be rather difficult to select or create proper game that can be used on a specific topic in different classes. Some studies research the use of off-the-shelf computer games that have educational potential [ 12 , 23 , 24 ], indicating that the designers of commercial computer games are not interested in providing a learning tool, but are more focused on a powerful gaming experience. On the other hand, it can be rather challenging to design and create a computer game especially for education [ 15 , 25 – 28 ], which has educational content that can be shared and globalized to cover cost charges for development.…”
Section: Introductionmentioning
confidence: 99%
“…While integrating commercial video games in education seems promising, a common key issue is how to best align gaming with existing formal educational settings (Mayer, 2019). In line with previous works that highlighted benefits of using commercial video games in education (van Eck, 2009;Becker, 2017c;Caldwell et al, 2017), effective integrations into formal educational settings require appropriate instructional approaches. Arnseth et al (2018) explicated that teachers need to enable students to reflect on what they do and experience in video games.…”
Section: Introductionmentioning
confidence: 96%
“…Thus, for most secondary school students, gaming is a typical leisure activity and part of their everyday life. Beyond their popularity, video games are a cultural good, and the high potential value of using commercial video games in formal education has been articulated for years (e.g., Sandford et al, 2006 ; van Eck, 2009 ; Becker, 2017a , b , c ; Caldwell et al, 2017 ; Arnseth et al, 2018 ). Using commercial video games in school teaching allows teachers to develop students’ media literacy, a key topic of formal education ( Squire, 2008 ) and a cross-sectional and cross-curricular goal relevant to all teachers.…”
Section: Introductionmentioning
confidence: 99%