The effectiveness of games for educational purposes: a review of recent research
Simulation and Gaming
The changing nature of business simulation/gaming research: a brief history
Simulation and Gaming
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
A Simple Classification Model for Debriefing Simulation Games
Simulation and Gaming
Replaying history: learning world history through playing "civilization iii"
Replaying history: learning world history through playing "civilization iii"
Children's informal learning in the context of schools of the knowledge society
Education and Information Technologies
Augmented Learning: Research and Design of Mobile Educational Games
Augmented Learning: Research and Design of Mobile Educational Games
The invention of good games: understanding learning design in commercial video games
The invention of good games: understanding learning design in commercial video games
Designing an educational game: case study of 'Europe 2045'
Transactions on edutainment I
Edutainment'12/GameDays'12 Proceedings of the 7th international conference on Edutainment, and Proceedings of the 3rd international conference on E-Learning and Games for Training, Education, Health and Sports
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Towards a brewery educational game: would existence of a game goal improve learning?
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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Curricular schooling can benefit from the usage of educational computer games, but it is difficult to integrate them in the formal schooling system. Here, we investigate one possible approach to this integration, which capitalizes on using a micro-game that can be played with a teacher's guidance as a supplement after a traditional expository lecture followed by a debriefing. The game's purpose is to reinforce and integrate part of the knowledge learnt during the lecture. We investigated feasibility of this approach in a quasi-experimental study in 70 min long seminars on the topic of animal learning at 5 classes at 4 different high-schools in the Czech Republic. Each class was divided to two groups randomly. After an expository lecture, the game group played a game called Orbis Pictus Bestialis while the control group received an extra lecture that used media-rich materials. The time allotment was the same in both groups. We investigated the immediate and one month delayed effects of the game on students' knowledge reinforced and integrated by the game as well as on knowledge learnt during the expository lecture but not strengthened by the game. We also investigated students' overall appeal towards the seminar and its perceived educational value. Data from 100 students were analysed. The results showed that a) the game-playing is comparable to the traditional form of teaching concerning immediate knowledge gains and has a significant medium positive effect size regarding retention, b) the game-playing is not detrimental to information transmitted in the expository lecture but not strengthened by the game, c) perceived educational value and the overall appeal were high in the game group, nevertheless the perceived educational value was slightly lower in the game group comparing to the traditional group. Our results suggest that the proposed approach of harnessing educational computer games at high-schools is promising.