WORK IN PROGRESS: EDUCATIONAL EFFECTIVENESS OF IMPLICIT COURSE CONTENT EMBEDDED WITHIN COMMERCIAL VIDEO GAMES
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WORK IN PROGRESS: EDUCATIONAL EFFECTIVENESS OF IMPLICIT COURSE CONTENT EMBEDDED WITHIN COMMERCIAL VIDEO GAMES
WORK IN PROGRESS: EDUCATIONAL EFFECTIVENESS OF IMPLICIT COURSE CONTENT EMBEDDED WITHIN COMMERCIAL VIDEO GAMES
As video games have
become a mainstay in society, educators and software developers have taken the
opportunity to create what are known as “serious games”. One definition of
serious games is defined as a game that is used for purposes other than mere
entertainment. As of today there has been much attention to research on the
topic of serious games. The difference between serious games and commercial
games is that in educational games and software, presentation is indiscreet;
the learning material is front and center to the player experience, whereas in
a commercial game, content the player learns may not always be explicitly
presented. “The challenge of creating serious games is to adapt game features
for instructional purposes without squeezing out what is enjoyable about games
in the first place”. The content in serious gaming at times breaks the flow of
the player’s interaction in order to teach the material and evaluate the
player’s knowledge. This study proposes to place assessment activities within a
game context in a fashion akin to the approach used in commercial game – what
the player learns is implied rather than explicit. Learning will still be
required in order to master the game. This learning can be substituted for an
educational topic, which can be assessed throughout the game to test the
player. The player can then be tested afterwards with traditional testing media
to see if the information learned in the game has been retained. The primary
goal of this study is to examine how effective a “commercial” game can be when
it is discreetly filled with educational content. In this project, topics
relating to introductory computer science will be used as the educational
subject matter.
WORK IN PROGRESS: EDUCATIONAL EFFECTIVENESS OF IMPLICIT COURSE CONTENT EMBEDDED WITHIN COMMERCIAL VIDEO GAMES
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As video games have become a mainstay in society, educators and software developers have taken the opportunity to create what are known as “serious games”. One definition of serious games is defined as a game that is used for purposes other than mere entertainment. As of today there has been much attention to research on the topic of serious games. The difference between serious games and commercial games is that in educational games and software, presentation is indiscreet; the learning material is front and center to the player experience, whereas in a commercial game, content the player learns may not always be explicitly presented. “The challenge of creating serious games is to adapt game features for instructional purposes without squeezing out what is enjoyable about games in the first place”. The content in serious gaming at times breaks the flow of the player’s interaction in order to teach the material and evaluate the player’s knowledge. This study proposes to place assessment activities within a game context in a fashion akin to the approach used in commercial game – what the player learns is implied rather than explicit. Learning will still be required in order to master the game. This learning can be substituted for an educational topic, which can be assessed throughout the game to test the player. The player can then be tested afterwards with traditional testing media to see if the information learned in the game has been retained. The primary goal of this study.. animal science project topics
WORK IN PROGRESS: EDUCATIONAL EFFECTIVENESS OF IMPLICIT COURSE CONTENT EMBEDDED WITHIN COMMERCIAL VIDEO GAMES