TY - JOUR
T1 - Toward Understanding the Potential of Games for Learning
T2 - Learning Theory, Game Design Characteristics, and Situating Video Games in Classrooms
AU - Turkay, Selen
AU - Hoffman, Daniel
AU - Kinzer, Charles K.
AU - Chantes, Pantiphar
AU - Vicari, Christopher
N1 - Funding Information:
This work was funded in part by Microsoft Research through the Games for Learning Institute and the Game Research Lab at Teachers College Columbia University, New York, NY. The content and opinions are those of authors and may not reflect the funders’ views, nor does mention of trade names, products, or organizations imply endorsement.
PY - 2014/4
Y1 - 2014/4
N2 - Researchers have argued that an effort should be made to raise teachers' and parents' awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008). One part of this effort should be to increase understanding of how video games can be situated within teachers' existing goals and knowledge of learning and instruction. However, relatively little research on game-based learning addresses teachers (Ketelhut & Schifter, 2011), and for many a gap remains between the apparent enthusiasm of researchers and policy makers relative to the potential of educational games and the attendant practicalities of selecting and implementing video games in classroom settings. This article begins to bridge this gap by providing research-based areas of awareness and a discussion of factors that can facilitate understanding related to choosing and using video games. To this end, we show how educational games can be conceptualized from different theoretical perspectives on learning and discuss a number of essential design issues that educators should take into account when considering a video game for educational use.
AB - Researchers have argued that an effort should be made to raise teachers' and parents' awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 2008). One part of this effort should be to increase understanding of how video games can be situated within teachers' existing goals and knowledge of learning and instruction. However, relatively little research on game-based learning addresses teachers (Ketelhut & Schifter, 2011), and for many a gap remains between the apparent enthusiasm of researchers and policy makers relative to the potential of educational games and the attendant practicalities of selecting and implementing video games in classroom settings. This article begins to bridge this gap by providing research-based areas of awareness and a discussion of factors that can facilitate understanding related to choosing and using video games. To this end, we show how educational games can be conceptualized from different theoretical perspectives on learning and discuss a number of essential design issues that educators should take into account when considering a video game for educational use.
KW - assessment mechanics
KW - design issues
KW - game-based learning
KW - learning mechanics
KW - video games
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U2 - 10.1080/07380569.2014.890879
DO - 10.1080/07380569.2014.890879
M3 - Article
AN - SCOPUS:84898929165
SN - 0738-0569
VL - 31
SP - 2
EP - 22
JO - Computers in the Schools
JF - Computers in the Schools
IS - 1-2
ER -