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Designing Games-Based Embedded Authentic Learning Experiences

Designing Games-Based Embedded Authentic Learning Experiences

Penny de Byl
Copyright: © 2009 |Pages: 20
ISBN13: 9781599048086|ISBN10: 1599048086|EISBN13: 9781599048116
DOI: 10.4018/978-1-59904-808-6.ch062
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MLA

de Byl, Penny. "Designing Games-Based Embedded Authentic Learning Experiences." Handbook of Research on Effective Electronic Gaming in Education, edited by Richard E. Ferdig, IGI Global, 2009, pp. 1068-1087. https://doi.org/10.4018/978-1-59904-808-6.ch062

APA

de Byl, P. (2009). Designing Games-Based Embedded Authentic Learning Experiences. In R. Ferdig (Ed.), Handbook of Research on Effective Electronic Gaming in Education (pp. 1068-1087). IGI Global. https://doi.org/10.4018/978-1-59904-808-6.ch062

Chicago

de Byl, Penny. "Designing Games-Based Embedded Authentic Learning Experiences." In Handbook of Research on Effective Electronic Gaming in Education, edited by Richard E. Ferdig, 1068-1087. Hershey, PA: IGI Global, 2009. https://doi.org/10.4018/978-1-59904-808-6.ch062

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Abstract

This chapter presents the embedded authentic serious game-based learning experiences (EASLE) architecture which has been developed to assist in the definition of games-based applications. The motivation behind the design of EASLE is to keep game specifications as simple and focused as possible for educators attempting to create serious games as current available game design methodologies and templates are complex and extensive. Furthermore, it is argued that games created with EASLE reduce the amount of game development work to be done by the educator allowing for deeper collaboration between students. Toward the end of this chapter a game developed with EASLE which took two weeks to complete is presented.

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