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What is NTeQ Model

Handbook of Research on Effective Electronic Gaming in Education
A technology integration model (see below) that is problem based, student centered, authentic, collaborative, and in which students take on authentic roles and use technology in authentic ways to solve real-word problems as professionals in different disciplines.
Published in Chapter:
A Guide to Integrating COTS Games into Your Classroom
Richard Van Eck (University of North Dakota, USA)
Copyright: © 2009 |Pages: 21
DOI: 10.4018/978-1-59904-808-6.ch011
Abstract
Many of the educational outcomes we seek to promote in public education, such as problem solving and critical thinking, are difficult to achieve given the constraints of the real-world classroom. Commercial Off-the-Shelf (COTS) games make excellent tools for addressing both content-based and higher-order learning outcomes, and many educators are exploring their use in the classroom. But making effective use of commercial games in the classroom requires that we understand how games function in relation to the typical instructional strategies and practices of the classroom. The first part of this chapter will examine the theories that underlie the successful integration of commercial games in the classroom and look at an empirically based model, the NTeQ (iNtegrating Technology through inQuiry), for designing lessons that integrate COTS games. This will lay the groundwork for the second part of the chapter in which these theories and the model are discussed in the context of actually designing COTS game-based learning (GBL).
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