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Educational Games: Design, Learning and Applications
Frej Edvardsen and Halsten Kulle, "Educational Games: Design, Learning and Applications"
No a S ence | 2010 | ISBN: 1608766926 | 385 pages | PDF | 11,83 MB



The pervasive use of games by students and their integration in formal education by a number of pioneer teachers creates a need for a different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. Educational computer games are related to two disciplines, which are computer sciences (in particular, eLearning and related areas) and games development.


"Educational Games: Design, Learning and Applications"

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Educational Games: Design, Learning and Applications
Frej Edvardsen and Halsten Kulle, "Educational Games: Design, Learning and Applications"
No a S ence | 2010 | ISBN: 1608766926 | 385 pages | PDF | 11,83 MB



The pervasive use of games by students and their integration in formal education by a number of pioneer teachers creates a need for a different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. Educational computer games are related to two disciplines, which are computer sciences (in particular, eLearning and related areas) and games development.

A pattern-based design approach to overcome the problems and challenges of learning-games is proposed in this book. The aim is to awaken the learning-game community to approach learning-game design more structurally and to motivate them to communally create a theoretical and practical basis for learning-game design and game-based learning research. Furthermore, given the popularity of computer games and the educational and ethical problems they raise, we need a way of evaluating games. This book contributes to this task by articulating the epistemic, moral, and ethical aims of education and by applying these criteria to computer games.



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