scholarly journals A Theoretical Background for Educational Video Games

Author(s):  
Nicolas Szilas ◽  
Martin Acosta

This theory is then put into practice by analyzing three commercial educational games. It constitutes a first step towards Instructional Game Design.

Author(s):  
Alan D. Koenig ◽  
Robert K. Atkinson

The first part of this chapter explores how narrative can be used as a cognitive aid in educational video games. It discusses how narrative is currently used in games, and how that modality of presentation, when combined with instruction, is complimentary to the way we comprehend, store, and retrieve information. The second part of the chapter reviews the cognitive prerequisites needed in the minds of players to adequately attend to and leverage the instructional aspects of games. To this end, it offers suggestions for how to instill a functional game-schema in the minds of novice players so that they can be productive in the game environment. The focus on the interplay of narrative and game schema construction in this chapter is also meant to serve as a model for a holistic approach to games research in which a game’s cognitive prerequisites are explicitly studied alongside the more traditional pedagogical measures.


Author(s):  
Amer Ibrahim ◽  
Francisco L. Gutiérrez Vela ◽  
Natalia Padilla Zea ◽  
José Luis González Sánchez

Learning through play is currently an effective and attractive educational strategy. Recently, many educational video games have failed because methods of analysis have not been used to discuss playability level in a structured way. Ensuring a good player experience characterized by playability requires cooperation and collaboration between game designers and educators. To this end, the authors have proposed a new set of patterns to support educational video game design and analysis. These patterns aim to facilitate the development of educational video games, summarize the essential information and requirements needed to understand a particular problem and the proposed solution, and present the interrelationships between educational video game components and playability attributes.


2021 ◽  
Vol 5 ◽  
Author(s):  
Manuel Ninaus ◽  
Steve Nebel

Research has shown that serious games, digital game-based learning, and educational video games can be powerful learning instruments. However, experimental and meta-research have revealed that several moderators and variables influence the resulting learning outcomes. Advances in the areas of learning and game analytics potentially allow for controlling and improving the underlying learning processes of games by adapting their mechanics to the individual needs of the learner, to properties of the learning material, and/or to environmental factors. However, the field is young and no clear-cut guidelines are yet available. To shed more light on this topic and to identify common ground for further research, we conducted a systematic and pre-registered analysis of the literature. Particular attention was paid to different modes of adaptivity, different adaptive mechanisms in various learning domains and populations, differing theoretical frameworks, research methods, and measured concepts, as well as divergent underlying measures and analytics. Only 10 relevant papers were identified through the systematic literature search, which confirms that the field is still in its very early phases. The studies on which these papers were based, however, show promise in terms of the efficacy of adaptive educational games. Moreover, we identified an increased interest in the field of adaptive educational games and in the use of analytics. Nevertheless, we also identified a clear lack of common theoretical foundations as well as the application of rather heterogenous methods for investigating the effects of adaptivity. Most problematic was the lack of sufficient information (e.g., descriptions of used games, adaptive mechanisms), which often made it difficult to draw clear conclusions. Future studies should therefore focus on strong theory building and adhere to reporting standards across disciplines. Researchers from different disciplines must act in concert to advance the current state of the field in order to maximize its potential.


DYNA ◽  
2015 ◽  
Vol 82 (193) ◽  
pp. 223-232 ◽  
Author(s):  
Natalia Padilla-Zea ◽  
Nuria Medina-Medina ◽  
Francisco L. Gutiérrez-Vela ◽  
José R. López-Arcos ◽  
Patricia Paderewski ◽  
...  

Author(s):  
José Martí-Parreño ◽  
María José Miquel-Romero ◽  
Ernesto Méndez-Ibáñez

Author(s):  
José Martí-Parreño ◽  
Ernesto Méndez-Ibáñez ◽  
Joaquin Aldás-Manzano

2011 ◽  
pp. 24-44
Author(s):  
Clark Aldrich ◽  
Joseph C. DiPietro

This appendix introduces and defines commonly used terms and phrases from the world of video gaming. It seeks to bridge the gaps between researchers, gamers, and educators so that a more thoughtful and productive conversation may be had. The authors hope that this appendix adds to the understanding of and appreciation for both consumer-based and educational video games, furthers academic research within this field, and serves as a valuable tool for anyone interested in learning more about video games and related terminology. Fifty-two entries are discussed within this appendix serving as a solid, yet not all-encompassing, foundation for future inquiry and discussion.


2003 ◽  
Vol 40 (1) ◽  
pp. 71-94 ◽  
Author(s):  
Ricardo Rosas ◽  
Miguel Nussbaum ◽  
Patricio Cumsille ◽  
Vladimir Marianov ◽  
Mónica Correa ◽  
...  

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