Demystifying the Educational Benefits of Different Gaming Genres
Demystifying the Educational Benefits of Different Gaming Genres
As research continues into the use of computer games for educational purposes, educators still appear reluctant to incorporate them into their teaching. One contributing factor to this reluctance is the lack of information regarding the benefits offered by the different games available today. These differences appear to have been largely overlooked by the academic community, resulting in a lack of information being made available to both the academic and education communities alike. Without this information, educators will find it difficult to determine whether a game will suit their teaching needs, and will continue to avoid using them. This paper studies a selection of games from several different genres, assessing each one in its ability to fulfil a set of previously identified requirements for a good educational resource. The results of the investigation showed that there were indeed strong differences between the genres, allowing for some suggestions to be made regarding their use in education, as well as leaving room for some interesting future work.
Frazer, Alex
66c98099-aae4-47f1-ade1-b6bec4a072f8
Argles, David
7dd3d276-b2b2-4fb2-a0e8-4058bb01fc37
Wills, Gary
3a594558-6921-4e82-8098-38cd8d4e8aa0
9 September 2008
Frazer, Alex
66c98099-aae4-47f1-ade1-b6bec4a072f8
Argles, David
7dd3d276-b2b2-4fb2-a0e8-4058bb01fc37
Wills, Gary
3a594558-6921-4e82-8098-38cd8d4e8aa0
Frazer, Alex, Argles, David and Wills, Gary
(2008)
Demystifying the Educational Benefits of Different Gaming Genres.
ALT-C 2008: Rethinking the digital divide, Leeds, United Kingdom.
09 - 11 Sep 2008.
Record type:
Conference or Workshop Item
(Other)
Abstract
As research continues into the use of computer games for educational purposes, educators still appear reluctant to incorporate them into their teaching. One contributing factor to this reluctance is the lack of information regarding the benefits offered by the different games available today. These differences appear to have been largely overlooked by the academic community, resulting in a lack of information being made available to both the academic and education communities alike. Without this information, educators will find it difficult to determine whether a game will suit their teaching needs, and will continue to avoid using them. This paper studies a selection of games from several different genres, assessing each one in its ability to fulfil a set of previously identified requirements for a good educational resource. The results of the investigation showed that there were indeed strong differences between the genres, allowing for some suggestions to be made regarding their use in education, as well as leaving room for some interesting future work.
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Genre 2008 Alt-C.pdf
- Accepted Manuscript
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Resubmitted_Draft.doc
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More information
Published date: 9 September 2008
Additional Information:
Event Dates: 9-11 September 2008
Venue - Dates:
ALT-C 2008: Rethinking the digital divide, Leeds, United Kingdom, 2008-09-09 - 2008-09-11
Organisations:
Web & Internet Science, Electronic & Software Systems
Identifiers
Local EPrints ID: 265990
URI: http://eprints.soton.ac.uk/id/eprint/265990
PURE UUID: 73281bb3-524d-41bf-80c4-c66d9f6710ec
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Date deposited: 23 Jun 2008 11:39
Last modified: 15 Mar 2024 02:51
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Contributors
Author:
Alex Frazer
Author:
David Argles
Author:
Gary Wills
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