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Education for a Digital World Advice, Guidelines and Effective Practice from Around Globe, 2008a

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23 – Computer-Based Games <strong>for</strong> Learning<br />

In the spirit of introducing the new language of games<br />

<strong>for</strong> learning, this chapter has reviewed basic terms, the<br />

motivation to use games <strong>for</strong> learning, examples to fire<br />

your own imagination, factors that make learning games<br />

effective, <strong>and</strong> guidelines <strong>for</strong> getting started successfully.<br />

We hope that this brief introduction has sparked your<br />

ideas <strong>and</strong> your desire to learn more about using computer-based<br />

games <strong>for</strong> learning in your context. Our<br />

references <strong>and</strong> the websites listed in this chapter are a<br />

good place to start, <strong>and</strong> your own searches will provide<br />

you with more in<strong>for</strong>mation. We wish you great success<br />

as you explore this intriguing <strong>and</strong> promising area!<br />

Glossary<br />

Avatar. An image (created or selected <strong>and</strong> often customized<br />

as a fantasy figure) that represents a player in a<br />

shared virtual environment.<br />

COTS game. Commercial off-the-shelf game.<br />

Flow. An experience of full immersion, active involvement,<br />

<strong>and</strong> success in an activity.<br />

Frame game. A game structure or template into<br />

which content is inserted to create a game.<br />

Game. A set of activities with goals, rules, <strong>and</strong> competition<br />

(possibly with oneself) that involve one or more<br />

players in an artificial situation.<br />

Massively multiplayer online game (MMOG). A game<br />

played on the Internet, typically in a persistent world, that is<br />

able to include hundreds of thous<strong>and</strong>s of players.<br />

Semiotic domain (as defined by Gee (2003). A set of<br />

artifacts (words, gestures, images, sounds, that can take<br />

on meaning in shared contexts <strong>and</strong> communities.<br />

Simulation. A dynamic, simplified but accurate systems<br />

model of aspects of reality.<br />

Simulation game. An activity that involves aspects of<br />

games (goals, rules, <strong>and</strong> competition) within a simulation<br />

model.<br />

References<br />

Asgari, M. & Kaufman, D. M. (2004). Intrinsic motivation<br />

<strong>and</strong> game design. Presented by first author at the<br />

35th Annual Conference of the International Simulation<br />

<strong>and</strong> Gaming Association (ISAGA), <strong>and</strong> Conjoint<br />

Conference of Swiss, Austrian, German Simulation &<br />

Gaming Association (SAGSAGA), Munich, Germany,<br />

September.<br />

B<strong>and</strong>ura, A. (1986). Social foundations of thought <strong>and</strong><br />

action: A social cognitive theory. Englewood Cliffs, NJ:<br />

Prentice Hall.<br />

Baranowski, T., Baranowski, J., Cullen, K. W., Marsh, T.,<br />

Islam, N., Zakeri, I., et al. (2003). Squire’s quest! Dietary<br />

outcome evaluation of a multimedia game.<br />

American Journal of Preventive Medicine, 24(1), 52–61.<br />

British <strong>Education</strong>al Communications <strong>and</strong> Technology<br />

Agency (Becta) (2001). What aspects of games may<br />

contribute to education? Computer Games in <strong>Education</strong><br />

project. Retrieved August 18, 2006 <strong>from</strong><br />

http://www.becta.org.uk/research/research.cfm?sectio<br />

n=1&id=2826.<br />

Boethel, M. & Dimock V. (1999). Constructing Knowledge<br />

with Technology: A Review of the Literature.<br />

Austin, TX: Southwest <strong>Education</strong>al Development<br />

Laboratory.<br />

Csikszentmihalyi, Mihaly (1990). Flow: The Psychology<br />

of Optimal Experience. New York: Harper <strong>and</strong> Row.<br />

Dempsey, J. V., Lucassen, B. A., Haynes, L.L. & Casey,<br />

M. S. (1996). Instructional applications of computer<br />

games. Paper presented at the American <strong>Education</strong>al<br />

Research Association, April 8–12, New York.<br />

Dickey, M. (2005). Engaging by design: How engagement<br />

strategies in popular computer <strong>and</strong> video games<br />

can in<strong>for</strong>m instructional design. <strong>Education</strong> Technology<br />

Research <strong>and</strong> Development 53 (2), 67–83.<br />

Fabricatore, C. (2000). Learning <strong>and</strong> videogames: An<br />

unexplored synergy. Paper presented at International<br />

Conference of the Association <strong>for</strong> <strong>Education</strong>al Communications<br />

<strong>and</strong> Technology, Denver, Colorado,<br />

October 25–28.<br />

Forest, C. (2006, June 22). Canadian entertainment <strong>and</strong><br />

media market maturing at a steady pace. Toronto:<br />

PriceWaterhouseCoopers. Retrieved October 30, 2006<br />

<strong>from</strong> http://www.pwc.com/extweb/ncpressrelease.nsf<br />

/docid/0EE0753076513A1C852571940070FCCC.<br />

Galarneau, L. (2005) Spontaneous communities of<br />

learning: Learning ecosystems in massively multiplayer<br />

online games. Paper presented at <strong>Digital</strong><br />

Games Research Association (DiGRA) conference,<br />

Vancouver, Canada, June 16–19.<br />

Garris, R., Ahlers, R. & Driskell, J. E. (2002). Games,<br />

motivation, <strong>and</strong> learning: A research <strong>and</strong> practice<br />

model. Simulation & Gaming 33(4), 441–467.<br />

Gee, J. P. (2003). What Video Games Have to Teach Us<br />

About Learning <strong>and</strong> Literacy. New York: Palgrave.<br />

Gredler, M. E. (2004). Games <strong>and</strong> simulations <strong>and</strong> their<br />

relationships to learning. In Jonassen, D. H. (ed.),<br />

H<strong>and</strong>book of Research on <strong>Education</strong>al Communications<br />

<strong>and</strong> Technology, Mahwah, NJ: Lawrence Erlbaum<br />

Associates, pp. 571–581.<br />

Jenkins, H. & Squire, K. (2003). Underst<strong>and</strong>ing Civilization<br />

(III). Retrieved August 21, 2006 <strong>from</strong><br />

http://educationarcade.org/node/66.<br />

362 <strong>Education</strong> <strong>for</strong> a <strong>Digital</strong> <strong>World</strong>

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