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Finding and Evaluating Great Educational Games

Finding and Evaluating Great Educational Games

Elisa Gopin
Copyright: © 2014 |Pages: 15
ISBN13: 9781466645387|ISBN10: 1466645385|EISBN13: 9781466645394
DOI: 10.4018/978-1-4666-4538-7.ch005
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MLA

Gopin, Elisa. "Finding and Evaluating Great Educational Games." Transforming K-12 Classrooms with Digital Technology, edited by Zongkai Yang, et al., IGI Global, 2014, pp. 83-97. https://doi.org/10.4018/978-1-4666-4538-7.ch005

APA

Gopin, E. (2014). Finding and Evaluating Great Educational Games. In Z. Yang, H. Yang, D. Wu, & S. Liu (Eds.), Transforming K-12 Classrooms with Digital Technology (pp. 83-97). IGI Global. https://doi.org/10.4018/978-1-4666-4538-7.ch005

Chicago

Gopin, Elisa. "Finding and Evaluating Great Educational Games." In Transforming K-12 Classrooms with Digital Technology, edited by Zongkai Yang, et al., 83-97. Hershey, PA: IGI Global, 2014. https://doi.org/10.4018/978-1-4666-4538-7.ch005

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Abstract

Digital games are increasingly being used as educational tools. They are intrinsically motivating for many students and offer a natural learning environment. However, not all games are equally effective in the classroom and there is thus a need for frameworks to guide teachers so that learning goals are aligned with a game’s goals and to determine whether or not the game design supports effective learning. This chapter offers an analysis framework that can be used by classroom teachers to understand the different ways that games can support learning and to critique specific games to determine whether or not they meet the learning requirements. The chapter includes a checklist for teachers, as well as a feedback form for students who playtest games for use in the classroom.

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