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What is Game Interactivity

Handbook of Research on Effective Electronic Gaming in Education
The way games are experienced or the non-trivial effort or actions taken in playing video games.
Published in Chapter:
Games, Claims, Genres, and Learning
Aroutis N. Foster (Michigan State University, USA) and Punya Mishra (Michigan State University, USA)
Copyright: © 2009 |Pages: 18
DOI: 10.4018/978-1-59904-808-6.ch002
Abstract
We offer a framework for conducting research on games for learning. Building on a survey of the literature on games, we suggest a categorization scheme (physiological and psychological) of the range of claims made for games. Our survey identifies three critical issues in the current scholarship. They are: a lack of authentic, situated research studies; a lack of sensitivity to the pedagogical affordances of different game genres; and a lack of emphasis on the importance of acquiring disciplinary knowledge (i.e., content). We offer the Technological Pedagogical Content Knowledge (TPCK) framework as a way to address these concerns and guide future research in this area. We argue that assessment on learning from games needs to consider the specific claims of games, as they interact with genre and content knowledge. Finally, we introduce an ongoing study that utilizes this approach.
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