How to integrate games or game elements in educational multimedia: a typology of educational game use
New Search | Print Abstract | E-mail Abstract | Full Text | Save to My Collections | Export Citation |
Wylin, B. & Desmet, P. (2005). How to integrate games or game elements in educational multimedia: a typology of educational game use. In P. Kommers & G. Richards (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2005 (pp. 1194-1199). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/20242.
Conference Information

World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2005
Montreal, Canada
June 27, 2005
ISBN 1-880094-56-8
Piet Kommers & Griff Richards
AACE
More Information on EDMEDIA
Table of Contents
Authors
Abstract
Any game typology reveals that some types of games are more fit to education than others. Several studies have proposed a game typology or taxonomy, using different perspectives to do so, but most of them use the game characteristics as their main starting point. They look at games from the inside: what are games about or how do they function? In this paper, with an educational perspective, we adopt a different point of view: what is the place or the role of gaming in the educational setting? What is the "use" of the digital game elements in the entire digital educational environment? The criterion we use to distinguish types of games here is directly linked to the function of the game in the overall concept of the educational software. We focus on these types and illustrate them briefly with cases. We distinguish between edutainment (overall games), ed-ventures, simulations and path-games, gaming as navigation, gaming as competition, gaming for content delivery, gaming as reward.
Keywords
Also Read
- Playing to Learn: Guidelines for Designing Educational Games
- Using Second Life as an Educational Instructional Tool with Pre-service Education Students: A Work in Progress
- Third generation educational use of computer games
- Multimedia Technology for Social Skills
- Virtual Classroom and Training in Second Life
- Standards for Educational, Edutainment, and Developmentally Beneficial Computer Games
- Effect of the activities in the Second Life® as tool for mutual understanding of gender role
- Immersive Learning and Role Plays in Second Life
- The Potential Of New Generation Games Consoles To Support Disabled Students In Education
- Embarking on an Educational Journey in Second Life
Tags
Add tagComments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.

New comment