NotesFAQContact Us
Collection
Advanced
Search Tips
ERIC Number: ED522827
Record Type: Non-Journal
Publication Date: 2011-Jul
Pages: 42
Abstractor: As Provided
Reference Count: 30
ISBN: N/A
ISSN: N/A
Improving the Way We Design Games for Learning by Examining How Popular Video Games Teach. CRESST Report 798
Wainess, Richard; Kerr, Deirdre; Koenig, Alan
National Center for Research on Evaluation, Standards, and Student Testing (CRESST)
One of the reasons why commercial video games are popular is that they effectively teach players how to play the game--in many cases as the player plays the game itself. This paper focuses on how to effectively integrate teaching "how to play a game" with teaching an "instructional domain" within a game for learning. By analyzing more than 30 popular commercial games, the authors (a) map instructional methods and strategies as well as related constructs which illustrate how games teach game play mechanics, game controls, and interface elements, and (b) prescribe ways to map those methods and strategies to methods and strategies applicable to teaching specific instructional content (e.g., fractions). Instructional Methods and Strategies: Definitions and Examples are appended. (Contains 27 figures and 9 tables.) [This paper was supported under the Educational Research and Development Centers Program.]
National Center for Research on Evaluation, Standards, and Student Testing (CRESST). 300 Charles E Young Drive N, GSE&IS Building 3rd Floor, Mailbox 951522, Los Angeles, CA 90095-1522. Tel: 310-206-1532; Fax: 310-825-3883; Web site: http://www.cresst.org
Publication Type: Numerical/Quantitative Data; Reports - Evaluative
Education Level: N/A
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: National Center for Research on Evaluation, Standards, and Student Testing