Game Development Reference
In-Depth Information
Chapter 10
Creating Computer Games
for Class Instruction
Chien Yu
Mississippi State University, USA
Anthony A. Olinzock
Mississippi State University, USA
ABSTRACT
The purpose of this chapter is to provide the classroom teachers with the basic tools and fundamentals
necessary to create instructional games targeted to specific courses and/or instructional objectives. By
discussing the trends and issues related to today's teaching and learning environment, the authors review
the benefits of using educational games in classrooms, and provide some strategies and guidelines for
creating computer games for classroom instruction. Along with discussing the fundamental issues and
considerations, the authors discuss some of the challenges and impact of computer games in classrooms.
Additional examples drawn from literature are also included to illustrate the use of games in education
and the strategies of effective instruction.
INTRODUCTION
the digital era, computer games are one popular
and familiar medium to most young learners, and
present an attractive and efficient means to bring
new forms of contemporary digital literacies into
the curriculum (Owston, et al, 2009).
The widespread appeal of computer gaming
to today's students has motivated many educators
to look for meaningful ways to understand the
principles behind learning through games and
the educational potential of gaming (de Castell
& Jenson, 2003). The development of computer
The new generation of learners, frequently re-
ferred to as 'digital natives' (Prensky, 2006),
are regularly immersed in a wide variety of new
electronic media, and consequently, are develop-
ing knowledge and skills that increasingly diverge
from those that are valued in school (Owston, et
al, 2009). Among the many media artifacts of
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