Beyond Edutainment Exploring the Educational Potential of Computer Games

Computer games have attracted much attention over the years, mostly attention of the less flattering kind.

Author: Simon Egenfeldt-Nielsen

Publisher: Lulu.com

ISBN: 9781446768655

Category: Education

Page: 210

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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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Beyond Edutainment Exploring the Educational Potential of Computer Games

Chapter III: Empirical study on school use of computer games. ... The focus is on the variety of studies, looking at the educational potential of computer games supplemented with basic theory on education, learning and teaching.

Author: Simon Egenfeldt-Nielsen

Publisher: Lulu Press, Inc

ISBN: 9781447693598

Category: Education

Page:

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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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Educational Potential of Computer Games

In this book, based on his PhD dissertation, Simon Egenfeldt-Nielsen aims to establish a new framework for understanding educational use of computer games that go beyond what we know as edutainment.

Author: Simon Egenfeldt-Nielsen

Publisher: Bloomsbury Academic

ISBN: 0826497470

Category: Education

Page: 240

View: 127

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There is increasing focus on the use of computer games across all ages. The trend is leading to educators, theorists and researchers, most especially those in the UK, US and Nordic countries, investigating how games can be effectively applied in everyday learning contexts. In this book, based on his PhD dissertation, Simon Egenfeldt-Nielsen aims to establish a new framework for understanding educational use of computer games that go beyond what we know as edutainment. The book presents a thorough overview, analysis and discussion of current research and then goes on to create the foundation for a new approach to educational use of computer games that goes beyond current reliance on behaviorism.
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Beyond Fun

Practical. barriers. in. using. educational. computer. games. Simon Egenfeldt-Nielsen. Introduction. The discussion of the educational potential of computer games have raged for more than 30 years, and even longer if we include ...

Author: Drew Davidson

Publisher: Lulu.com

ISBN: 9780557007509

Category: Computer games

Page: 208

View: 936

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This book focuses on strategies for applying games, simulations and interactive experiences in learning contexts. A facet of this project is the interactive and collaborative method in which it was created. Instead of separated individual articles, the authors and editors have orchestrated the articles together, reading and writing as a whole so that the concepts across the articles resonate with each other. It is our intention that this text will serve as the basis of many more discussions across conference panels, online forums and interactive media that in turn will engender more special collaborative issues and texts.
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Handbook of Research on Improving Learning and Motivation through Educational Games Multidisciplinary Approaches

Overview of research on the educational use of video games. Digital Kompetanse, 1(3), 184–213. Egenfeldt-Nielsen, S. (2005). Beyond edutainment: Exploring the educational potential of computer games. University Copenhagen.

Author: Felicia, Patrick

Publisher: IGI Global

ISBN: 9781609604967

Category: Education

Page: 1462

View: 186

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"This book provides relevant theoretical frameworks and the latest empirical research findings on game-based learning to help readers who want to improve their understanding of the important roles and applications of educational games in terms of teaching strategies, instructional design, educational psychology and game design"--Provided by publisher.
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How Computer Games Help Children Learn

Evaluates a controversial theory about the educational potential of computer games, revealing how specific games can teach children how to develop creative thinking processes akin to those of today's successful professionals. 25,000 first ...

Author: David Williamson Shaffer

Publisher: Macmillan

ISBN: 1403975051

Category: Computers

Page: 264

View: 400

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Evaluates a controversial theory about the educational potential of computer games, revealing how specific games can teach children how to develop creative thinking processes akin to those of today's successful professionals. 25,000 first printing.
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The Design and Use of Simulation Computer Games in Education

Learner-centered theory and practice in distance education: Cases from higher education. Mahwah, NJ: Lawrence Erlbaum Associates. Egenfeldt-Nielsen, S. (2005). Beyond edutainment: Exploring the educational potential of computer games.

Author:

Publisher: BRILL

ISBN: 9789087903121

Category: Education

Page: 312

View: 365

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"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University
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Computer Games and Language Learning

In ordertoprovide a context to better comprehend the educational potential of computer games, chapter 3explores influential rationalesproposed for theuseof digital gamesin education.In this context,relevant theoriesfrom computer gaming ...

Author: M. Peterson

Publisher: Springer

ISBN: 9781137005175

Category: Language Arts & Disciplines

Page: 167

View: 234

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A comprehensive and accessible overview for language educators, researchers, and students, this book examines the relationship between technological innovation and development in the field of computer-assisted language learning, exploring relevant theories and providing practical evidence about the use of computer games in language learning.
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Gaming and Cognition Theories and Practice from the Learning Sciences

Games for learning: Are schools ready for what's to come? ... Integratingcommercial off-the-shelf video games into school curriculums. ... Beyond edutainment: Exploring the educational potential of computer games.

Author: Van Eck, Richard

Publisher: IGI Global

ISBN: 9781615207183

Category: Computers

Page: 405

View: 960

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"This book applies the principles of research in the study of human cognition to games, with chapters representing 15 different disciplines in the learning sciences (psychology, serious game design, educational technology, applied linguistics, instructional design, eLearning, computer engineering, educational psychology, cognitive science, digital media, human-computer interaction, artificial intelligence, computer science, anthropology, education)"--Provided by publisher.
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Scaling up Learning for Sustained Impact

There has been furthermore an increasing attempt to explore the educational potential of computer games in the area of foreign language learning ([16,23,7]). This has been done both through adaptations of a variety of commercial games ...

Author: Davinia Hernández-Leo

Publisher: Springer

ISBN: 9783642408144

Category: Computers

Page: 650

View: 176

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This book constitutes the refereed proceedings of the 8th European Conference on Technology Enhanced Learning, EC-TEL 2013, held in Paphos, Cyprus, in September 2013. The 31 full papers, 18 short papers, 14 demonstrations and 29 posters presented were carefully reviewed and selected from 194 submissions. The papers are organized in topical sections. The topics addressed include open educational resources (OER), massive open online courses (MOOC), schools of the future, orchestration of learning activities, learning networks, teacher networks, bring your own device (BYOD), social media, learning analytics, personalization, mobile learning, computer-supported collaborative learning, game-based and simulation-based learning, and learning design.
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