Simulations
From Edutainment to Serious Games: A Change in the Use of Game Characteristics
New entry in Digiplay games research bibliography:
Serious games use instructional and video game elements for nonentertainment purposes. Serious games attempt to create instructionally sound and relevant learning experiences for a wide variety of audiences and industries. The author contends that for serious games to be effective, instructional designers and video game designers need to understand how the game characteristics, competition and goals, rules, challenges, choices, and fantasy, used in both edutainment and serious games, can influence motivation and facilitate learning.
The Use of Complex Digital Games and Simulations in the Classroom to Enhance Engagement and Learning
New entry in Digiplay games research bibliography:
The purpose of this study is to present an overview of the current writings and research in the field of educational complex games and simulations and their use in the classroom. In addition, it will look at the complex gaming software currently being used and/or developed to help meet the learning needs of the digital age student. It will consider the implications of using games in the classroom and make recommendations for future research.
Considering Games as Cognitive Tools: In search of effective “Edutainment.”
New entry in Digiplay games research bibliography:
This paper reviews proposed benefits of using games as cognitive tools, and discusses the complexities of assessing those benefits. Use of educational games to supplement traditional classroom lectures is purported by some researchers to increase interest, motivation, and retention, as well as to improve higher order thinking and reasoning skills. Assessment of the effectiveness of games as cognitive tools is a complex issue, and several variables, such as learner differences, assessment methods, and implicit knowledge, must be considered.
Using Computer Games and Simulations for Instruction: A Research Review
New entry in Digiplay games research bibliography:
Empirical research on the effects of computer games and simulations, and their value in attaining instructional objectives, are reviewed, as are studies concerning the transfer of capabilities acquired from games and simulations to ‘real world’ tasks. Results suggest that games and simulations improve a variety of cognitive capabilities. Furthermore, there is evidence for positive transfer from activities required by games and simulations to real world task performance. This transfer appears to depend much more on similarities between cognitive and attention processes than on physical similarities. Attitudes to games were found to be positive. However, the findings suggest that hostility and aggression tend to increase as a result of exposure to games, and school grades may suffer as a result of excessive game playing. Recommendations for the development of games, limits to the generality of findings, concerns about research on games, and recommendations for further research are discussed.
Simulations, Games, and Learning
New entry in Digiplay games research bibliography:
Exploring games and education is inherently controversial. It is hard to understand something without direct experience. Yet that is how many approach games in education.
Interact Magazine: Issue on "Learning from Games and Simulations"
New entry in Digiplay games research bibliography:
Numerous short articles on Games and SImulations in education:
The games people play 3
Showcasing – games and simulation
They’re manikins – not mannequins 4
The virtual stock market game 5
First steps in using high fidelilty Human Patient Simulators 6
Return on investment? 7
Steelmaking simulations @steeluniversity.org 8
Self-organizing communities for knowledge production 10
Online games and simulations as aids to learning ethos, challenges and evaluation 12
THEATRON 14
Low cost, low tech web-based simulations 15
Research – games and simulation
How can e-learning games and simulations compete in the market place? 16
SimAcademy 17
Computer games: the most powerful learning technology of our age? 18
A quick look at Quandary 19
Commercial games in the classroom 20
Research into computer games and learning: a brief overview 22
Magazine is online.
Game object model version II: A theoretical framework for educational game development
New entry in Digiplay games research bibliography:
Complex computer and video games may provide a vehicle, based on appropriate theoretical concepts, to transform the educational landscape. Building on the original game object model (GOM) a new more detailed model is developed to support concepts that educational computer games should: be relevant, explorative, emotive, engaging, and include complex challenges; support authentic learning activities that are designed as narrative social spaces where learners are transformed through exploration of multiple representation, and reflection; be gender-inclusive, include non-confrontational outcomes, and provide appropriate role models; develop democracy, and social capital through dialogue that is supported by means of computer mediated-communication tools; and include challenges, puzzles or quests, which form the core of the learning process, where access to explicit knowledge. conversations, and reflection results in the construction of tacit knowledge. It is argued that the GOM version 11 can be used not only to support the development of educational computer games but to provide a mechanism to evaluate the use of computer games in the classroom.
Playing And Learning Without Borders: A Real-time Online Play Environment
New entry in Digiplay games research bibliography:
Funded by CANARIE Inc., the ENJEUX–S project (ENvironnement évolué de JEUX éducatifs et de Simulations en ligne) aims to develop a real-time communication interface that enriches the environments of educational games and simulations developed in the SAGE project. This interface allows for the exploration of a wealth of real-time interpersonal communications in educational situations which utilize online games and simulations. The elements of the interface are built on a Web services environment which rests on a SOA architecture. This novel approach permits universal broadcasting of games and simulations over the Web without any prior loading of software, assuring an increased accessibility of services, the interoperability of platforms and the re-utilization of components. The advances of the User-Controlled Light Paths (UCLP) CAnet*4 fiber optics network guarantee the ENJEUX-S project the instantaneity of communications and a wider visibility. The project is an extension of current work of the SAGE network. This article presents a brief description of the ENJEUX-S interface, its architecture and the design stages on which its development is based.
Authentic Learning Experiences Through Play: Games, Simulations and the Construction of Knowledge
New entry in Digiplay games research bibliography:
A chorus of proclamations have arisen in recent years about the potential of games and simulations to facilitate learning. Yet few discussions focus on the fundamental issue surrounding the implementation of games and simulations: to what learning objectives and pedagogical strategies are they most relevant? Through an examination of perspectives on the suitability of games for learning, as well as recent examples of digital game-based training in two vocational settings, this paper examines the design of authentic learning experiences as a way of thinking about the appropriateness and unique potential of games and simulations in a range of educational and training settings.
Digiplay Bibliography Updates
- Political Internet games: Engaging an audience
- 'It's in the Game' and Above the Game: An Analysis of the Users of Sports Videogames
- Theoretical Consoles: Concepts for Gadget Analysis
- Avatar motion control by natural body movement via camera
- Adoption of Mobile Games as Entertainment Technology : A Test of Extended Technology Acceptance Model

