Educational games are primarily developed for use in formal education, which limits both their typical audience and the subject matter they may address. This paper presents recommendations for designing games for learning to be played outside the context of formal education, which explore the ways complex systems influence real human lives. Existing work from within the field and epic theatre principles form the basis for these guidelines. In this framework, the context of educational game play is considered alongside game content as essential to encouraging reflective play behaviour. Educational aims are made explicit throughout game involvement, and each aspect of the game directly contributes to stimulating reflection on the topics at ha...
Research has indicated that computer games can be innovative and powerful tools for education. Indee...
The work will consist of two parts. The first will be theoretical and will reflect the elementary co...
The aim of this paper is to highlight the lack of studies examining the contexts in which learning g...
International audienceSGs represent an important opportunity for improving education thanks to their...
Educational role-play has long proved an effective tool for consultants trying to develop the skills...
Abstract: SGs represent an important opportunity for improving education thanks to their ability to ...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
From the perspective of educators, games are viewed as a medium in which the younger generation both...
Videogames’ motivational qualities, and the experiences of learning inherent in their play, have see...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Educational computer games are increasingly being used in the formal schooling system; however, it i...
Besides the ability of making learning more interesting, educators and researchers have been explori...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
With the development of media technology and game evolution, games are endowed with multiple purpose...
Design/methodology/approach: A case study on the creation, development and utilisation of educationa...
Research has indicated that computer games can be innovative and powerful tools for education. Indee...
The work will consist of two parts. The first will be theoretical and will reflect the elementary co...
The aim of this paper is to highlight the lack of studies examining the contexts in which learning g...
International audienceSGs represent an important opportunity for improving education thanks to their...
Educational role-play has long proved an effective tool for consultants trying to develop the skills...
Abstract: SGs represent an important opportunity for improving education thanks to their ability to ...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
From the perspective of educators, games are viewed as a medium in which the younger generation both...
Videogames’ motivational qualities, and the experiences of learning inherent in their play, have see...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Educational computer games are increasingly being used in the formal schooling system; however, it i...
Besides the ability of making learning more interesting, educators and researchers have been explori...
The purpose of this thesis was to study the use of games as a medium to teach and to see how they ca...
With the development of media technology and game evolution, games are endowed with multiple purpose...
Design/methodology/approach: A case study on the creation, development and utilisation of educationa...
Research has indicated that computer games can be innovative and powerful tools for education. Indee...
The work will consist of two parts. The first will be theoretical and will reflect the elementary co...
The aim of this paper is to highlight the lack of studies examining the contexts in which learning g...