Educational Games
10
Done by Asmahan Al-Belushi 68702
-
Upload
guest3ea360d -
Category
Education
-
view
1.097 -
download
1
description
Transcript of Educational Games
- 1. Done byAsmahan Al-Belushi 68702
2.
- 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.
3.
- 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
4.
- 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)
5.
- 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.
6.
- Educational Games contain the following elements:
- Voluntary Participation
- Rules
-
- Verify appropriateness of strategies
- Goals
-
- Challenging
-
- Limit usable strategies
-
- Have defined outcome(s)
7.
- 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)
8.
- 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
9.
- 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
10.
- Adventure and role-playing games
- Business games
- Board games
- Combat games
- Logic games and puzzles
- Word games