Game Development Reference
In-Depth Information
associated with game based learning, making
this game a valuable educational resource. The
big challenge remains the same throughout the
history of curriculum integration of this kind of
resources, not designed for educational purposes:
a creative educator always finds ways to teach and
to promote creative learning! 'Evil' and 'good'
are two sides of the same coin. The analysis of
what we may deem 'evil' induces, eventually, the
formulation of what we understand as 'good'. This
leads, depending on the way one explores and
interacts within the Spore universe, to the shift
of negative aspects into positive ones.
Flavell, J. H. (1979). Metacognition and cogni-
tive monitoring: A new area of cognitive devel-
opmental inquiry. The American Psychologist ,
34 , 906-911. doi:10.1037/0003-066X.34.10.906
Garris, R., Ahlers, R., & Driskell, J. E. (2002).
Games, motivation, and learning: A research and
practice model. Simulation & Gaming , 33 (4),
441-467. doi:10.1177/1046878102238607
Gee, J. P. (2003). What Video Games Have to
Teach Us about Learning and Literacy . New York:
Palgrave Macmillan.
Graells, P. M. (2000). Los Videojuegos y sus
Posibilidades Educativas. Retrieved January 3,
2009 from http://dewey.uab.es /pmarques/ pravj.
htm#fuentes.
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SACAUSEF - Sistema de Avaliação, Certificação
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