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Toward Understanding the Potential of Games for Learning: Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms

66

Citations

63

References

2014

Year

TLDR

Video games hold potential educational benefits, yet teachers and parents lack awareness, and research on teachers’ use of games remains limited, creating a gap between enthusiasm and practical classroom implementation. The study investigates factors that hinder teachers from adopting computer and video games in classrooms and seeks to bridge this gap by outlining research‑based awareness and facilitative factors. The authors conceptualize educational games through various learning theories and discuss essential design issues, providing a framework to guide teachers in selecting and using games. Published in CyberPsychology & Behavior, 2008, vol.

Abstract

Researchers have argued that an effort should be made to raise teachers' and parents' awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008 Baek, Y.K. (2008). What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games. CyberPsychology & Behavior, 11, 665–671. [Crossref], [PubMed] , [Google Scholar]). One part of this effort should be to increase understanding of how video games can be situated within teachers' existing goals and knowledge of learning and instruction. However, relatively little research on game-based learning addresses teachers (Ketelhut & Schifter, 2011), and for many a gap remains between the apparent enthusiasm of researchers and policy makers relative to the potential of educational games and the attendant practicalities of selecting and implementing video games in classroom settings. This article begins to bridge this gap by providing research-based areas of awareness and a discussion of factors that can facilitate understanding related to choosing and using video games. To this end, we show how educational games can be conceptualized from different theoretical perspectives on learning and discuss a number of essential design issues that educators should take into account when considering a video game for educational use.

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