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dc.contributor.authorPötzsch, Holger
dc.contributor.authorHansen, Therese Holt
dc.contributor.authorStaaby, Tobias
dc.contributor.authorHammar, Emil Lundedal
dc.date.accessioned2024-08-27T07:47:17Z
dc.date.available2024-08-27T07:47:17Z
dc.date.issued2024-08-23
dc.description.abstractIn this paper, we build on an earlier operationalization of Aarseth and Calleja’s cybermedia model for an interdisciplinary evaluation of games as potential tools and objects for teaching and learning. Here, we critically develop the model and original template, and expand its four dimensions with two additional layers. We then use the expanded framework on concrete examples to illustrate how the overall suitability of specific game titles can be evaluated before these are applied in educational contexts.en_US
dc.identifier.citationPötzsch H, Hansen TH, Staaby T, Hammar EL. Putting the Cybermedia Model into Educational Practice: Expanding the Framework. ToDiGRA. 2024;7(1):21-46en_US
dc.identifier.cristinIDFRIDAID 2213368
dc.identifier.doihttps://doi.org/10.26503/todigra.v7i1.2182
dc.identifier.issn2328-9414
dc.identifier.issn2328-9422
dc.identifier.urihttps://hdl.handle.net/10037/34427
dc.language.isoengen_US
dc.publisherDigital Games Research Associationen_US
dc.relation.journalToDiGRA
dc.rights.accessRightsopenAccessen_US
dc.rights.holderCopyright 2024 The Author(s)en_US
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0en_US
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)en_US
dc.titlePutting the Cybermedia Model into Educational Practice: Expanding the Frameworken_US
dc.type.versionpublishedVersionen_US
dc.typeJournal articleen_US
dc.typeTidsskriftartikkelen_US
dc.typePeer revieweden_US


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