Multimedia Learning
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Augmented Learning: Research and Design of Mobile Educational Games
Augmented Learning: Research and Design of Mobile Educational Games
Designing an educational game: case study of 'Europe 2045'
Transactions on edutainment I
StoryFactory --- a tool for scripting machinimas in unreal engine 2 and UDK
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Hi-index | 0.00 |
Digital games are believed by many to be instructionally effective in the context of the formal schooling system; however, studies investigating this idea empirically are limited and their outcomes are often inconclusive and/or difficult to interpret. Part of the problem is caused by the fact that when conducting a study in an authentic environment, i.e., in a school, as opposed to a laboratory, researchers encounter many common, yet unspoken, technical pitfalls. This paper verbalizes some of these pitfalls and organizes them into 6 Recommendations for "best practice" in field studies on the instructional effectiveness of digital game-based learning (DGBL). These recommendations are based on experience gained during five DGBL studies on more than 700 subjects in the context of secondary education and can be useful to other researchers willing to run similar studies.