Is there a Place for Casual Games in Teaching and Learning?: The Snakes and Ladders Case

Is there a Place for Casual Games in Teaching and Learning?: The Snakes and Ladders Case

Vasilis Daloukas (Secondary School Teacher of Informatics, Greece), Maria Rigou (University of Patras, Greece) and Spiros Sirmakessis (Technological Institution of Mesolonghi, Greece)
Copyright: © 2012 |Pages: 17
DOI: 10.4018/ijgbl.2012010102
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Abstract

Currently casual games feature as the most dynamically developing section of the videogames industry and compared to the more complicated and technologically advanced hardcore games, are characterized by simple rules and game play, do not require long time commitment or special skills on the part of the player. They also have comparatively low production and distribution costs on the part of the producer. This paper investigates the potential of using casual games for student assessment using an educational variation of the widely known game of Snakes and Ladders, implemented for this purpose. The game was received positively by students, as well as teachers participating in its evaluation leading to the conclusion that casual games with the ease and flexibility they offer provide interesting potential for deployment in educational settings.
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Casual Games, Casual Players And Casual Games Industry

Learning can take place in two settings: (i) in a formal learning environment (i.e., school, university) or a non-formal one (i.e., as any form of organized, systematic educational activity curried out outside the framework of a formal systems, such as seminars, vocational training programs, etc.) and (ii) in an informal learning environment (at home, with friends, at leisure time, while waiting for the bus, or in a queue, etc.) (Bradburne, 2001; La Belle, 1982; Fordham, 1993).

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