Let's cut to commercial: where research, evaluation, and design of learning games should go next

被引:0
作者
Lee, Victor R. [1 ]
机构
[1] Stanford Univ, 485 Lasuen Mall, Stanford, CA 94305 USA
来源
ETR&D-EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT | 2021年 / 69卷 / 01期
基金
美国国家科学基金会;
关键词
Games; Learning games; Educational games; Computer games; Commercial games; Minecraft; Civilization; Gaming; Instructional design; PLAY;
D O I
10.1007/s11423-020-09865-3
中图分类号
G40 [教育学];
学科分类号
040101 ; 120403 ;
摘要
This paper is in response to the article titled "Designing and integrating purposeful learning in game play: a systematic review" by Ke (Educ Technol Res Dev 64:219-244, 2016) focusing on research, evaluation, and design. In her article, Ke's synthesized five major themes related to the design of learning games in published academic research. These are then offered as guideposts for future research-based learning game design. However, to be more responsive to the immediate needs of educators, I contend that we should be able to speak to commercial learning games as well. My proposal is that we use Ke's work as a starting point for commercial learning game evaluation, and more broadly, expand our research and design so that we can speak more thoughtfully about commercial games and the variety of ways they could be integrated into learning experiences.
引用
收藏
页码:145 / 148
页数:4
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