Title
A framework for the design and integration of collaborative classroom games
Date Issued
01 August 2011
Access level
metadata only access
Resource Type
journal article
Author(s)
Echeverría A.
García-Campo C.
Nussbaum M.
Gil F.
Améstica M.
Echeverría S.
Abstract
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The educational dimension employs Bloom's revised taxonomy to define learning objectives and applies the classroom multiplayer presential game (CMPG) pedagogical model while the ludic dimension determines the gaming elements subject to constraints imposed by the educational dimension. With a view to validating the framework, a game for teaching electrostatics was designed and experimentally implemented in a classroom context. An evaluation based on pre/post testing found that the game increased the average number of correct answers by students participating in the experiment from 6.11 to 10.00, a result found to be statistically significant. Thus validated, the framework offers a promising basis for further exploration through the development of other games and fine-tuning of its components. © 2011 Elsevier Ltd. All rights reserved.
Start page
1127
End page
1136
Volume
57
Issue
1
Language
English
OCDE Knowledge area
Educación general (incluye capacitación, pedadogía)
Subjects
Scopus EID
2-s2.0-78951468956
Source
Computers and Education
ISSN of the container
03601315
Sponsor(s)
Research supported by the Center for Research on Educational Policy and Practice , Grant CIE01 - CONICYT , Games for Learning Institute , and Microsoft Research.
Sources of information:
Directorio de Producción Científica
Scopus