Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation

IF 1.5 Q2 EDUCATION & EDUCATIONAL RESEARCH SIMULATION & GAMING Pub Date : 2023-03-27 DOI:10.1177/10468781231166213
H. Pötzsch, Therese Holt Hansen, E. Hammar
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引用次数: 0

Abstract

Background Videogames can be useful tools for teaching and learning. To plan educational uses, potential benefits and possible problematic aspects of specific titles need to be critically assessed by teachers and school leaders prior to implementation. Theory and Method Based on game ontological models, we identify salient areas of inquiry in games research and use these to structure a template for evaluation. This way we operationalize foundational games research and put key insights to practical use in the planning and preparation of videogame-based teaching sessions. Aims We develop a template for the evaluation of videogames as tools for and objects of teaching and learning to facilitate critical uses of these technologies in schools and other educational settings. Results We present a template for critical evaluation to facilitate the use of videogames for educational endeavors. The template distinguishes between videogames as tools for and objects of teaching and learning and is structured along the game ontological dimensions of 1) sign system, 2) rules and mechanics, 3) materiality and 4) players, and includes aspects of both representation and simulation. This way, we disentangle a complex phenomenon and make its components amendable for critical analysis and constructive intervention. Discussion and Conclusion We offer illustrating examples for how the template can be used to assess the usability of specific titles in education and discuss advantages and disadvantages. Finally, we suggest steps for implementation and further improvement.
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作为教学和学习媒介的数字游戏:批判性评估的模板
背景电子游戏可以成为教学和学习的有用工具。为了规划教育用途,教师和学校领导需要在实施前对特定头衔的潜在好处和可能存在的问题进行严格评估。理论和方法基于游戏本体论模型,我们确定了游戏研究中的显著研究领域,并利用这些领域构建了评估模板。通过这种方式,我们将基础游戏研究付诸实践,并将关键见解应用于基于视频游戏的教学课程的规划和准备中。我们开发了一个评估视频游戏的模板,将其作为教学工具和对象,以促进这些技术在学校和其他教育环境中的关键使用。结果我们提供了一个批判性评估模板,以促进视频游戏在教育工作中的使用。该模板区分了作为教学工具和对象的视频游戏,并按照游戏本体论维度构建,即1)符号系统,2)规则和机制,3)物质性和4)玩家,包括表示和模拟两个方面。通过这种方式,我们解开了一个复杂的现象,并使其组成部分可以进行批判性分析和建设性干预。讨论和结论我们提供了示例,说明如何使用该模板来评估特定标题在教育中的可用性,并讨论其优缺点。最后,我们提出了实施和进一步改进的步骤。
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来源期刊
SIMULATION & GAMING
SIMULATION & GAMING EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.30
自引率
5.00%
发文量
35
期刊介绍: Simulation & Gaming: An International Journal of Theory, Practice and Research contains articles examining academic and applied issues in the expanding fields of simulation, computerized simulation, gaming, modeling, play, role-play, debriefing, game design, experiential learning, and related methodologies. The broad scope and interdisciplinary nature of Simulation & Gaming are demonstrated by the wide variety of interests and disciplines of its readers, contributors, and editorial board members. Areas include: sociology, decision making, psychology, language training, cognition, learning theory, management, educational technologies, negotiation, peace and conflict studies, economics, international studies, research methodology.
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