Making the case for computer games as a learning environment

Publication Type  Unpublished
Year of Publication  2003
Authors  Royle, Karl; Clarke, Richard
Key Words  computer games; education; virtual learning environments; literacy
Abstract  

In this paper we initially consider some of the features that are common to successful computer games by contrasting the views of those authors who contend that the narrative of the game is pivotal to its success, with those who suggest that the actual game play is of greater significance. We then go on to contrast the approaches taken by computer games to engage players with those of education to engage learners and ask whether there is any common ground. We further consider what sort of skills or knowledge could be acquired through the use of computer games with a particular emphasis on literacy. Finally we question current trends in the development of the virtual student learning space and suggest that some rethinking may be required if virtual learning environments are to be embraced by students.

Notes  

University of Wolverhampton, School of Educaton

URL  http://www.desq.co.uk/doomed/pdf/Making_the_case.pdf

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