Open-Ended Video Games: A Model for Developing Learning for the Interactive Age
نویسنده
چکیده
With Grand Theft Education: Literacy in the Age of Video Games gracing the cover of Harper’s September 2006 magazine, video games and education, once the quirky interest of a few rogue educational technologists and literacy scholars, reached broader public awareness. The idea of combining video games and education is not new; twenty years ago, Ronald Reagan praised video games for their potential to train “a new generation of warriors.” Meanwhile, Surgeon General C. Everett Koop declared video games among the top health risks facing Americans.1 Video games, like any emerging medium, are disruptive, challenging existing social practices, while capturing our dreams and triggering our fears. Today’s gaming technologies, which allow for unprecedented player exploration and expression, suggest new models of what educational gaming can be.2 As educational games leave the realm of abstraction and become a reality, the field needs to move beyond rhetoric and toward grounded examples not just of good educational games, but effective game-based learning environments that leverage the critical aspects of the medium as they apply to the needs of a twenty-first-century educational system. We need rigorous research into what players do with games (particularly those that don’t claim explicit status as educational), and a better understanding of the thinking that is involved in playing them.3 We need precise language for what we mean by “video games,” and better understandings of how specific design features and patterns operate,4 and compelling evidence of game-based learning environments. In short, the study of games and learning is ready to come of age. Researchers have convinced the academy that games are worthy of study, and that games hold potential for learning. The task now is to provide effective models of how they operate.5 This chapter offers a theoretical model for video game-based learning environments as designed experiences. To be more specific, it suggests that we can take one particular type of video game—open-ended simulation, or “sandbox” games—and use its capacity to recruit diverse interests, creative problem solving, and productive acts (e.g., creating artwork, game
منابع مشابه
The Role of Avatar in Interactive Fictional World of Video Games
In third-person video games, players are able to move and progress in the interactive world of the game while watching their avatar from an external point of view. The purpose of this paper is to investigate the role of avatar in the interactive imaginary world of video games using double vision theory. This article is based on descriptive-analytical methods and the use of library data and imag...
متن کاملChallenging Games or Digital Textbooks? Content analysis of message structure and learning principles in serious games
Previous studies on game-based learning have proposed many factors that make video games good learning tools. This study uses content analysis to assess whether these theories are applied to the designs of web-based games for learning. The samples for this study are 90 pro-environmental video games randomly sample from the internet. Results from this study showed that despite the assumptions th...
متن کاملکاربردهای محیط مجازی در حوزه سلامت
Introduction: Virtual reality was posed coinciding technology developing, creating user-interfaces, high-speed processing and powerful graphic. Virtual reality technology and video games can participate in providing health care with creating simulated, motivational, interactive and realistic environments. Integrating virtual simulation with video games has been proven in creating motivation and...
متن کاملLearning Individual Behavior in an Educational Game: A Data-Driven Approach
In recent years, open-ended interactive educational tools such as games have been gained popularity due to their ability to make learning more enjoyable and engaging. Modeling and predicting individual behavior in such interactive environments is crucial to better understand the learning process and improve the tools in the future. A model-based approach is a standard way to learn student behav...
متن کاملEffect of an Educational Video Game for Diabetes Self-management on Adherence to a Self-care Regimen in Children with Type 1 Diabetes
Background: Type 1 diabetes is known as the most common endocrine disorder in children which requires strict adherence to self-care regimen. Accordingly, children’s exposure to educational video games can be a strategy for promoting adherence to such regimens. Aim: The main purpose of this study was to investigate the effect of an education...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 2007