dc.contributor.author | Pötzsch, Holger | |
dc.contributor.author | Hansen, Therese H. | |
dc.contributor.author | Hammar, Emil Lundedal | |
dc.date.accessioned | 2023-04-03T10:51:14Z | |
dc.date.available | 2023-04-03T10:51:14Z | |
dc.date.issued | 2023-03-27 | |
dc.description.abstract | Background - Videogames can be useful tools for teaching and learning. To plan educational uses, potential benefits and possible problematic aspects of specific titles need to be critically assessed by teachers and school leaders prior to implementation. <p>
<p>Theory and method - Based on game ontological models, we identify salient areas of inquiry in games research and use these to structure a template for evaluation. This way we operationalize foundational games research and put key insights to practical use in the planning and preparation of videogame-based teaching sessions. <p>
<p>Aims - We develop a template for the evaluation of videogames as tools for and objects of teaching and learning to facilitate critical uses of these technologies in schools and other educational settings. <p>
<p>Results - We present a template for critical evaluation to facilitate the use of videogames for educational endeavors. The template distinguishes between videogames as tools for and objects of teaching and learning and is structured along the game ontological dimensions of 1) sign system, 2) rules and mechanics, 3) materiality and 4) players, and includes aspects of both representation and simulation. This way, we disentangle a complex phenomenon and make its components amendable for critical analysis and constructive intervention. <p>
<p>Discussion & conclusion - We offer illustrating examples for how the template can be used to assess the usability of specific titles in education and discuss advantages and disadvantages. Finally, we suggest steps for implementation and further improvement. Keywords Videogames, education, game ontology, cybermedia model, representation, simulation, evaluation | en_US |
dc.identifier.citation | Pötzsch H, Hansen, Hammar EL. Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation
. Simulation & Gaming. 2023;54 | en_US |
dc.identifier.cristinID | FRIDAID 2134328 | |
dc.identifier.doi | 10.1177/10468781231166213 | |
dc.identifier.issn | 1046-8781 | |
dc.identifier.issn | 1552-826X | |
dc.identifier.uri | https://hdl.handle.net/10037/28906 | |
dc.language.iso | eng | en_US |
dc.publisher | SAGE Publications | en_US |
dc.relation.journal | Simulation & Gaming | |
dc.relation.projectID | Norges forskningsråd: 325814 | en_US |
dc.rights.accessRights | openAccess | en_US |
dc.rights.holder | Copyright 2023 The Author(s) | en_US |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0 | en_US |
dc.rights | Attribution 4.0 International (CC BY 4.0) | en_US |
dc.title | Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation | en_US |
dc.type.version | acceptedVersion | en_US |
dc.type | Journal article | en_US |
dc.type | Tidsskriftartikkel | en_US |
dc.type | Peer reviewed | en_US |