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dc.contributor.authorPötzsch, Holger
dc.contributor.authorHansen, Therese H.
dc.contributor.authorHammar, Emil Lundedal
dc.date.accessioned2023-04-03T10:51:14Z
dc.date.available2023-04-03T10:51:14Z
dc.date.issued2023-03-27
dc.description.abstractBackground - Videogames can be useful tools for teaching and learning. To plan educational uses, potential benefits and possible problematic aspects of specific titles need to be critically assessed by teachers and school leaders prior to implementation. <p> <p>Theory and method - Based on game ontological models, we identify salient areas of inquiry in games research and use these to structure a template for evaluation. This way we operationalize foundational games research and put key insights to practical use in the planning and preparation of videogame-based teaching sessions. <p> <p>Aims - We develop a template for the evaluation of videogames as tools for and objects of teaching and learning to facilitate critical uses of these technologies in schools and other educational settings. <p> <p>Results - We present a template for critical evaluation to facilitate the use of videogames for educational endeavors. The template distinguishes between videogames as tools for and objects of teaching and learning and is structured along the game ontological dimensions of 1) sign system, 2) rules and mechanics, 3) materiality and 4) players, and includes aspects of both representation and simulation. This way, we disentangle a complex phenomenon and make its components amendable for critical analysis and constructive intervention. <p> <p>Discussion & conclusion - We offer illustrating examples for how the template can be used to assess the usability of specific titles in education and discuss advantages and disadvantages. Finally, we suggest steps for implementation and further improvement. Keywords Videogames, education, game ontology, cybermedia model, representation, simulation, evaluationen_US
dc.identifier.citationPötzsch H, Hansen, Hammar EL. Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation . Simulation & Gaming. 2023;54en_US
dc.identifier.cristinIDFRIDAID 2134328
dc.identifier.doi10.1177/10468781231166213
dc.identifier.issn1046-8781
dc.identifier.issn1552-826X
dc.identifier.urihttps://hdl.handle.net/10037/28906
dc.language.isoengen_US
dc.publisherSAGE Publicationsen_US
dc.relation.journalSimulation & Gaming
dc.relation.projectIDNorges forskningsråd: 325814en_US
dc.rights.accessRightsopenAccessen_US
dc.rights.holderCopyright 2023 The Author(s)en_US
dc.rights.urihttps://creativecommons.org/licenses/by/4.0en_US
dc.rightsAttribution 4.0 International (CC BY 4.0)en_US
dc.titleDigital Games as Media for Teaching and Learning: A Template for Critical Evaluationen_US
dc.type.versionacceptedVersionen_US
dc.typeJournal articleen_US
dc.typeTidsskriftartikkelen_US
dc.typePeer revieweden_US


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Attribution 4.0 International (CC BY 4.0)
Except where otherwise noted, this item's license is described as Attribution 4.0 International (CC BY 4.0)