Journal Article10.1108/10748120410540454
Practical barriers in using educational computer games
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TL;DR: In this article, the authors outline the barriers for using computer games in an educational setting by drawing on a study of a two-month history course with the historical strategy game Europa Universalis II and conclude that these factors add up to a tremendous workload on teachers that wish to engage with educational computer games and demands that the teacher possesses a variety of skills.
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Abstract: This paper outlines the barriers for using computer games in an educational setting by drawing on a study of a two‐month history course with the historical strategy game Europa Universalis II. The paper draws on the limited earlier literature on the subject to identify classic areas of difficulty. Some of these are time schedule, physical setting, class expectations, teacher background, genre knowledge, technical problems, experience with group work, teacher preparation, perception of games, class size, priority issue. It is concluded that these factors add up to a tremendous workload on teachers that wish to engage with educational computer games and demands that the teacher possesses a variety of skills.
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References
Integrating Information Technology into Education
Donald Watson,David Tinsley +1 more
- 27 Sep 2013
TL;DR: Watson and Tinsley as mentioned in this paper identified seven themes: current developments in society and education influencing integration; teachers, their roles and concerns; Learners, their expectations of and behaviour in an integrated environment; Developments and concerns in the curriculum; Successes and failures in existing practice; Organisation and management of integrated environments; Identification of social and political influences.
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Since Malone's Theory of Intrinsically Motivating Instruction: What's the Score in the Gaming Literature?:
TL;DR: In this paper, the authors use instructional games as an alternative strategy that can be used for many applications including tutoring, promotion of self-esteem, and practice of existing skills.
Simulation Games: One More Tool on the Pedagogical Shelf.
TL;DR: In this paper, an extensive review of the literature on simulation games for teaching and learning, with a special emphasis on sociology, is presented, and the key features of simulation gaming are discussed by addressing the following questions: What are simulation games? What are they designed to teach? On what learning theory are they based? How effective have they been? What were the problems involved in using them? How should they be used properly?What are some popular simulation games relevant to instruction in sociology?