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Conceptual Possibilities and Restraints in Educational Games

Conceptual Possibilities and Restraints in Educational Games
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Author(s): David Richard Moore (Ohio University, USA)and E-Ling Hsiao (Valdosta State University, USA)
Copyright: 2014
Pages: 12
Source title: Educational Technology Use and Design for Improved Learning Opportunities
Source Author(s)/Editor(s): Mehdi Khosrow-Pour, D.B.A. (Information Resources Management Association, USA)
DOI: 10.4018/978-1-4666-6102-8.ch007

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Abstract

In this chapter, the authors explore arcade-style gaming and its limitations for promoting mastery in the conceptual learning domain. Arcade-style game play is primarily a function of presenting concepts to players and continually requiring them to respond with finer responses. The degree to which a concept is malleable determines how large its range is in game play. In other words, the characteristics of a concept determine its role in game play. The primary purpose of this chapter is to distinguish between two types of concepts: one that is appropriate for arcade-style gaming and another that requires a different, more involved style. Designers of games, particularly of educational games, will find guidance for selecting concepts related to their instructional content.

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