Creating effective educational computer games for undergraduate classroom learning: a conceptual model
Rapeepisarn, K., Wong, K.W., Fung, C.C. and Khine, M.S. (2008) Creating effective educational computer games for undergraduate classroom learning: a conceptual model. Journal of Educational Technology, 5 (2). pp. 22-31.
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When designing educational computer games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently some digital game-based researchers attempt to combine game genre with learning theory. Different researcher use different pedagogy conceptions. The purpose of this paper is to investigate the appropriate computer genre in designing effective educational computer games that can be used as ;learning tools in Thai undergraduate classrooms by integrating the learning conceptions from the previous work of those researchers. The following steps are used to conduct this study: summarize the survey of Thai students’ opinions toward game genre; analyse the characteristics of genre of computer game; match those characteristics of genre with learning theories; and propose the conceptual model from the comparison. The results of this analysis can be used as a guideline for educational computer game designers in considering appropriate genres of game for educational purpose.
|Publication Type:||Journal Article|
|Murdoch Affiliation:||School of Information Technology|
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