Core games are generally defined by their intensity, depth of play or scale of production involved in their creation and can include games across a wide spectrum of genres. Core games are considered demanding in their game play.
Published in Chapter:
Context-Free Educational Games: Open-Source and Flexible
Vasiliki Dai (Secondary School Teacher of English, Greece), Vasilis Daloukas (Secondary School Teacher of Informatics, Greece), Maria Rigou (University of Patras, Greece), and Spiros Sirmakessis (Technological Institution of Mesolonghi, Greece & Research Academic Computer Technology Institute (R.A. CTI), Greece)
Copyright: © 2011
|Pages: 22
DOI: 10.4018/978-1-60960-495-0.ch049
Abstract
A discussion regarding the integration of video games in education has been going on lately. Recent studies indicate a positive shift in attitude towards the role of video games in education, however, the issue of impeding dangers remains. This chapter will focus mainly on presenting an approach to teaching and evaluation through the implementation of educational games created using the Game module, designed as an add-on for the Moodle e-learning platform. Through the use of common ’casual’ games, such as ‘Crossword’ and ‘Hangman’, and drawing questions from the Moodle question bank or the dictionaries, the Game module can be perceived as a freely available tool which can enrich an online lesson across various platforms, including normal computers, PDAs, et cetera. These games have advantages such as technical requirements lower than modern commercial games, facilitating the distribution of game-based contents to broader audiences without demanding constantly updated software as well as hardware infrastructure, simple rules, et cetera.