AI summary · arXiv: 2004.05892v1 · physics.ed-ph

Computers in Secondary Schools: Educational Games

Margarida Romero (LINE, UCA)
Original paper · DOI 10.1007/978-3-319-60013-0_31-1 Submitted to arXiv on 07 Apr. 2020 Arthur Tatnall. Encyclopedia of Education and Information Technologies, pp.1-4, 2019 License: NONEXCLUSIVE-DISTRIB 1.0

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The essentials

  • Educational games in secondary schools support playful learning with digital technologies
  • Three main types of educational games: educational serious games, educational gamification, and learning through game creation
  • Four modalities of educational games in secondary education: entertainment games with an educational purpose, serious games, gamification, and game design
  • Entertainment games with an educational purpose aim to provide entertainment while also imparting knowledge or skills relevant to the curriculum
  • Serious games are designed specifically for educational purposes and have clear learning objectives that they aim to achieve
  • Gamification involves incorporating gaming elements such as points, badges, or leaderboards into non-game contexts like classrooms or online courses to motivate learners towards achieving their goals
  • Game design is focused on teaching students how to create their own games as part of the learning process.

Key points written by AI: they may contain errors, check them against the paper.

AI-generated keywords: Educational Games Secondary Schools Serious Games Gamification Game Design

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  • Original abstract
In this entry, Margarida Romero introduces the concept of educational games in secondary schools. These games are designed to support playful learning with the help of digital technologies and can be categorized into three main types: educational serious games, educational gamification, and learning through game creation. Educational serious games are digital games that have specific learning objectives and are designed to support them. Gamification involves using game design elements and thinking in non-gaming contexts to motivate learners towards achieving their goals. Learning through game creation focuses on designing and creating a prototype of a game to support a learning process related to the game creation process or knowledge mobilized through it. The author further describes four modalities of educational games in secondary education: entertainment games with an educational purpose, serious games, gamification, and game design. Entertainment games with an educational purpose aim to provide entertainment while also imparting knowledge or skills relevant to the curriculum. Serious games are designed specifically for educational purposes and have clear learning objectives that they aim to achieve. Gamification involves incorporating gaming elements such as points, badges, or leaderboards into non-game contexts like classrooms or online courses to motivate learners towards achieving their goals. Game design is focused on teaching students how to create their own games as part of the learning process. Overall, this entry provides valuable insights into how educators can use different types of educational games in secondary schools to enhance student engagement and improve their academic performance by making the learning process more enjoyable and interactive.

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