Educational Games

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    Educational Games - Presentation Transcript

    1. Done by Asmahan Al-Belushi 68702
      • Kelley (1988) and Salen and Zimmerman (2003) also define games as a system with rules, conflict, and a quantifiable outcome. It is free movement within a more rigid structure.
      • From the research, a game can be defined as a voluntary rule-based activity that motivates the player to achieve a goal state or quantifiable outcome via conflict with others or self
      • These are the "core" elements of any true game. Borderline cases of games include:
      • Skill-based gambling (consequences are pre-negotiated)
      • Chance-based gambling (no player effort, consequences are pre-negotiated)
      • Pen and paper role-playing (flexible rules)
      • Open-ended simulations (No valorization of outcome)
      • An educational game, one designed for learning, is a subset of both play and fun. It is a melding of educational content, learning principles, and computer games (Prensky, 2001). Digital game-based learning is organized to provide both education and pleasure. Play relaxes people, putting them in a receptive state for learning.
      • Educational Games contain the following elements:
      • Voluntary Participation
      • Rules
        • Verify appropriateness of strategies
      • Goals
        • Challenging
        • Limit usable strategies
        • Have defined outcome(s)
      • Feedback
        • Used to measure progress against goal(s)
      • Interactions
        • Conflict (overt or covert)
        • Competition (with the game, others, or self)
        • Opposition (with the game, others, or self)
      • Representation
        • The game mechanics, graphics, etc. all blend together to define what the game is all about
        • An abstracted story of reality
      • Separation from Reality
        • A safe environment – consequences are not externalized
        • May contain fantasy or "impossible" elements
      • Increase learning motivation with students.
      • Increase learner understanding
      • Meet different types of learners and learners styles.
      • Increase participation and students involvements
      • Get attention
      • Easy to retrieve information
      • Adventure and role-playing games
      • Business games
      • Board games
      • Combat games
      • Logic games and puzzles
      • Word games

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