Computers in Secondary Schools: Educational Games

Authors: Margarida Romero (LINE, UCA)

Arthur Tatnall. Encyclopedia of Education and Information Technologies, pp.1-4, 2019
arXiv: 2004.05892v1 - DOI (physics.ed-ph)
Submitted to arXiv on 07 Apr. 2020
Abstract

This entry introduces educational games in secondary schools. Educational games include three main types of educational activities with a playful learning intention supported by digital technologies: educational serious games, educational gamification, and learning through game creation. Educational serious games are digital games that support learning objectives. Gamification is defined as the use of "game design elements and game thinking in a non-gaming context" (Deterding et al. 2011, p. 13). Educational gamification is not developed through a digital game but includes game elements for supporting the learning objectives. Learning through game creation is focused on the process of designing and creating a prototype of a game to support a learning process related to the game creation process or the knowledge mobilized through the game creation process. Four modalities of educational games in secondary education are introduced in this entry to describe educational games in secondary education: educational purpose of entertainment games, serious games, gamification, and game design.

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