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The Aftermath of Math Blaster

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0003
Subject:
Computer Science, Game Studies

This chapter first considers the popularity of educational games such as Oregon Trail, Math Blaster, and Number Munchers. It explains that these games were promoted by both teachers and parents ... More


Educational? Games?

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0002
Subject:
Computer Science, Game Studies

This chapter considers various issues involving educational games. It explains how the game label can be both a stigma and an asset for the designers and creators of educational games, as well as the ... More


Educational Video Games: Two Tools for Research and Development

Matthew Gaydos

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0011
Subject:
Psychology, Developmental Psychology

This chapter examines two tools that may be helpful in coordinating the research and development of educational video games: assessment theories and game jams. It begins with a brief overview of the ... More


What Does an Award-Winning Video Game Look Like?

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0005
Subject:
Computer Science, Game Studies

This chapter first describes the characteristics of award-winning video games. It then turns to the problem of transfer. Transfer is the task of taking knowledge or skills learned in one context and ... More


Academic Lessons from Video Game Learning

Fran C. Blumberg, Debby E. Almonte, Yishai Barkhardori, and Andrew Leno

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0001
Subject:
Psychology, Developmental Psychology

This book investigates the efficacy of video games for promoting content learning and skill acquisition in the classroom setting. It examines a wide range of theoretical perspectives that have ... More


Media Effects, Communication, and Complexity Science Insights on Games for Learning

John L. Sherry

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0008
Subject:
Psychology, Developmental Psychology

This chapter examines media effects, communication, and complexity science insights on games for learning. More specifically, it considers how a communication perspective can contribute to research ... More


Tug-of-War: Seeking Help while Playing an Educational Card Game

Osvaldo Jiménez, Ugochi Acholonu, and Dylan Arena

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0016
Subject:
Psychology, Developmental Psychology

This chapter examines motivational aspects that cause students to play educational games and learn their featured content, with particular emphasis on a card game called Tug-of-War. It begins with an ... More


Participatory Simulations: Technology Adapting to the Classroom

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0006
Subject:
Computer Science, Game Studies

This chapter describes how mobile games can adapt to the constraints of classrooms through the use of participatory simulations. It discusses the principle of technology adapting to the classroom, ... More


Conclusion

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0013
Subject:
Computer Science, Game Studies

This chapter presents some concluding thoughts. It discusses mobile game affordances; the tenets of mobile game design; the disconnect between students’ experiences of media and technology in school ... More


Anytime, Anywhere: Palmagotchi

Eric Klopfer

in Augmented Learning: Research and Design of Mobile Educational Games

Published in print:
2008
Published Online:
August 2013
ISBN:
9780262113151
eISBN:
9780262277297
Item type:
chapter
Publisher:
The MIT Press
DOI:
10.7551/mitpress/9780262113151.003.0012
Subject:
Computer Science, Game Studies

This chapter begins with an overview of the virtual pet industry. It describes the rise of the Tamagotchi in the late 1990s and the emergence of online virtual pet sites. It then discusses the ... More


Formative Research for Game Design

James Bachhuber

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0012
Subject:
Psychology, Developmental Psychology

This chapter focuses on formative research and how it can be used to inform the design of educational games. It first provides an overview of what formative research is and what the formative process ... More


The Perceptual and Cognitive Effects of Action Video Game Experience

C. Shawn Green

in Learning by Playing: Video Gaming in Education

Published in print:
2014
Published Online:
March 2015
ISBN:
9780199896646
eISBN:
9780190256142
Item type:
chapter
Publisher:
Oxford University Press
DOI:
10.1093/acprof:osobl/9780199896646.003.0003
Subject:
Psychology, Developmental Psychology

This chapter examines the effects of action video game experience on children's vision, attention, and cognitive skills. It first provides an overview of action video games before turning to a ... More


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