In recent years much attention has been drawn to the design and development of educational videogames, that is, digital games designed to achieve direct learning objectives on a specific subject. Many field researchers conclude that well-designed educational videogames could enhance the learning process in a more interactive, attractive and engaging way for students.
Therefore, educational videogames and their well-planned inclusion in the educational content, could potentially become a valuable learning tool, both for students and teachers. However, the inclusion of educational videogames in the teaching process is still very limited in many countries, for different reasons. The most prominent among them is that the majority of teachers lack the necessary knowledge about the educational videogames that could be effective for specific subjects and how these games should be introduced in the classroom. Aiming to reinforce the systematic use of educational videogames in classroom, this Chapter begins with a review of educational videogames in terms of technology, learning theories as well as domains of application and paradigms of use.
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The second part of the Chapter focuses on game design approaches and elements that can promote learning and therefore should be taken under consideration during the design of an educational videogame. The third part presents state-of-the art technologies, such as Augmented Reality (AR) and Virtual Reality (VR), and how these could influence the educational effect of an educational videogame. In this context, a real case scenario of using VR for educational purposes is presented. The Chapter concludes with insights about the future of educational videogames as well as good practices in order for teachers to fully exploit the potential of an educational game as additional learning tool in the classroom practice.
Keywords: Educational videogames, game-based learning, educational game design, videogame technologies
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“Imagine if kids poured their time and passion into a videogame that taught them math concepts while they barely noticed, because it was so enjoyable.”
Bill Gates,
July 11, 2012,
in his speech to the Education Commission of the States’ National Forum on Education Policy
But what is 'Game'? Game is a physical or intellectual activity with competitive features that is structured, has specific rules and has been designed to entertain and/or reward the players (Zyda, 2005).Main features of a game, other than rules, are achievements, challenge, and interaction (Wikipedia).
If the player interacts with a system that uses electronic components then the game is called electronic or digital. A form of digital games is videogames. In this kind of games, the interaction effects are at least visual and appear on devices such as the screen of a computer or television.
Gaming can teach children fundamental skills, such as problem solving, adaptation in situations, following rules, goal hunting and, in certain cases, collaboration and social interaction with peers. Educators, parents and policy makers have started realizing that any form of gaming is not only a psychological need for children because it is entertaining and relaxing, it is also educative.
Videogames have become a very popular and widespread leisure time activity for children. With videogames increasing in popularity, it would be wise for teachers and, eventually, education systems, to try to efficiently integrate games in the educational procedure as an additional learning tool.
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Due to all aforementioned reasons, currently focus has been put on the development of educational videogames. Educational videogames differ from entertainment videogames because they “… target the acquisition of knowledge as its own end and foster habits of mind and understanding that are generally useful or useful within an academic context” (Klopfer et al, 2009, p. 21). Educational games are serious games specifically used for education. Serious games are designed for purposes (education, training, rehabilitation, marketing and social improvement) beyond pure entertainment (Backlund, & Hendrix, 2013). Although in the literature of digital games there is not an agreed upon definition of an "educational videogame", in this Chapter we will refer to "educational videogames" as digital games designed to achieve direct learning objectives on a specific subject.
Educational videogames, similarly to any other form of videogames, are played by using some form of electronic media that is computer, game console, or mobile/cell phone. Unlike other educational digital means, educational videogames include a reward system, narrative plot with relevant learning content, goals which motivate players, an engaging environment with situated activities and interactive cues that can foster learning and provide feedback.
Α survey of more than 500 teachers (Wastiau, Kearney, & Van den Berghe, 2009), carried out by the European Schoolnet, reveals that – regardless of their gender, age, number of years in the profession, familiarity with games, age of their pupils, or the subject they teach – teachers do indeed use digital games in the classroom. They use both educational and commercial/leisure videogames. Whatever the type of games used, teachers observe in students renewed motivation and progress in certain skills (social, intellectual, spatio-temporal, etc.).
Indeed, videogames and, by extension, educational videogames, can enhance attention, spatial concentration, problem-solving, decision-making, collaborative work, communication, creativity and ICT skills. Most of these skills are included in the 21st century skills.
On the other hand, videogames in general, and educational videogames in particular, can enhance players' linguistic, numeracy and literacy skills. As reported by Wastiau, Kearney, & Van den Berghe, (2009) most of the digital games having been used in class were intended to improve language learning, both as mother tongue and foreign language. Other subject areas where games are usually being used are geography, maths, history and science.
Moreover, findings of another study (Takeuchi & Vaala, 2014) show that one of the most impactful use of games in classroom is for motivating and rewarding low-performing students who seem to really benefit from their engagement in an educational game.
Aiming to explore the field of educational videogames and reinforce their systematic implementation in the classroom, this Chapter starts with a taxonomy of educational videogames with respect to genre, time aspects, technology, learning theories as well as domains of application and paradigms of use. Then, the Chapter provides information on game design and elements which should be taken under consideration during the production of an educational videogame. The third part presents state-of-the art technologies, as for example Augmented Reality (AR) and Virtual Reality (VR), and how they could influence the educational effect of an educational videogame. This Chapter also includes five exemplary cases of educational games and two real case scenarios of using educational videogames. In conclusion, insights about the future of educational videogames as well as good practices and constraints of use and implementation are given.
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Educational videogames can be categorized with respect to genre, time aspects, technology, platforms, learning theories as well as domains of application, and paradigms of use. Apart from the integration of an educational videogame into a specific educational context, it is equally important to examine the underlying learning theory applied by the game designers. Various educational videogames have been created based on well-known learning theories, therefore the design and development of an educational videogame requires a multi-disciplinary team, including software programmers, experts in learning theories, game and graphic designers, as well as educators with expertise on the specific learning subject addressed by the videogame.
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Educational videogames can be developed using state-of-the art technologies, as for example Augmented Reality (AR), Virtual Reality (VR), body motion detectors and others, in order to enhance students' engagement, immersion and motivation. Finally, although the integration of an educational videogame in classroom incorporates many challenges, thoughtful choices during planning and flexibility in execution can be very helpful for teachers.
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