如何定义教育类电子游戏?

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2023-06-26 DOI:10.1177/15554120231183495
Caitlin Cole, Roberto Hernan Parada, Erin Mackenzie
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引用次数: 0

摘要

尽管基于教育的电子游戏研究数量不断增加,但该领域尚未确定教育电子游戏(evg)的一致定义。电子游戏的现有定义并没有考虑到教育中使用的游戏的细微差别,也不是为此目的而开发的。几项系统综述和荟萃分析得出结论,缺乏标准化定义严重阻碍了该领域研究的凝聚力。本文首先回顾了当前关于电子游戏定义的学术研究,然后提出了evg的定义,以改进该领域的研究成果。鉴于电子游戏在教育中的主要潜力是改善学习,我们主张教育研究学者需要开发一种通用的基础方法来定义EVG和相关的教育技术。我们希望这一定义能够通过提出evg的共同语言和操作化来推动该领域的发展。
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Why and How to Define Educational Video Games?
While the volume of education-based video game research has increased, the field has yet to settle on a consistent definition of educational video games (EVGs). Available definitions of video games do not account for the nuances of games used within education and have not been developed for that purpose. Several systematic reviews and meta-analyses have concluded that the lack of standardized definition is critically hampering a cohesive approach to research in this area. This article begins by reviewing the current scholarship on video game definitions and then suggests a definition for EVGs to improve research outcomes in the field. Given that the major potential of video game use in education is to improve learning, we advocate that educational research scholarship needs to develop a common foundational approach to defining EVG and associated educational technologies. We hope that this definition will advance the field by suggesting a common language and operationalization of EVGs.
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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