Beyond Edutainment: Exploring the Educational Potential of Computer Games

Nonfiction, Reference & Language, Education & Teaching
Cover of the book Beyond Edutainment: Exploring the Educational Potential of Computer Games by Simon Egenfeldt-Nielsen, Lulu.com
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Simon Egenfeldt-Nielsen ISBN: 9781447693598
Publisher: Lulu.com Publication: March 13, 2013
Imprint: Lulu.com Language: English
Author: Simon Egenfeldt-Nielsen
ISBN: 9781447693598
Publisher: Lulu.com
Publication: March 13, 2013
Imprint: Lulu.com
Language: English

Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. These years the area has gained new momentum and labels - game-based learning, serious games and educational games are just some of them. This dissertation aims to be a contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. The framework laid out extends from an experiential learning approach, where concrete experiences are the starting point that can be transformed through reflection, instruction and active experimentation. It is concluded that computer games provide rich concrete experience that can be manipulated in the game universe providing more handles for the student compared to other media formats.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

Computer games have attracted much attention over the years, mostly attention of the less flattering kind. This has been true for computer games focused on entertainment, but also for what for years seemed a sure winner, edutainment. These years the area has gained new momentum and labels - game-based learning, serious games and educational games are just some of them. This dissertation aims to be a contribution to understanding educational use of computer games by building a framework that goes beyond edutainment. The framework laid out extends from an experiential learning approach, where concrete experiences are the starting point that can be transformed through reflection, instruction and active experimentation. It is concluded that computer games provide rich concrete experience that can be manipulated in the game universe providing more handles for the student compared to other media formats.

More books from Lulu.com

Cover of the book Installing Sky or Freesat Satellite Tv by Simon Egenfeldt-Nielsen
Cover of the book The Somewhat Odd: Five Paranormal Short Stories by Simon Egenfeldt-Nielsen
Cover of the book Autogynephilia: Why Blanchard Didn't Go Far Enough by Simon Egenfeldt-Nielsen
Cover of the book The Rogue: Four Historical Romances by Simon Egenfeldt-Nielsen
Cover of the book The Umbrian Consul by Simon Egenfeldt-Nielsen
Cover of the book Angel On My Shoulder by Simon Egenfeldt-Nielsen
Cover of the book Dark Vacuum by Simon Egenfeldt-Nielsen
Cover of the book Swami Adbhutananda As We Saw Him by Simon Egenfeldt-Nielsen
Cover of the book Elleswyth the Warrior by Simon Egenfeldt-Nielsen
Cover of the book Jacob De Bucquoy: Pirates of Madagascar At Rio Delagoa by Simon Egenfeldt-Nielsen
Cover of the book Two Wheels and an Engine: A Guide for Motorcycle Lovers (3 eBook Bundle) by Simon Egenfeldt-Nielsen
Cover of the book Lady Pearl: Outlaw In Skirts by Simon Egenfeldt-Nielsen
Cover of the book Invasion of the Ortaks: Book 2 the Defeat by Simon Egenfeldt-Nielsen
Cover of the book Living Metal: Rebirth Special Edition by Simon Egenfeldt-Nielsen
Cover of the book Wedding Dresses: All You Wanted to Know Wedding Fashion by Simon Egenfeldt-Nielsen
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy