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Unpacking the potential of educational gaming: A new tool for gaming research

Author

Listed:
  • Herbert H. Wideman
  • Ronald D. Owston
  • Christine Brown

    (York University)

  • Andre Kushniruk
  • Francis Ho

    (University of Victoria, Canada)

  • Kevin C. Pitts

    (Seneca College, Canada)

Abstract

The article begins by reviewing the theoretical bases for the contention that advanced computer-based educational gaming can provide powerful learning experiences, and overviews the limited research on the use of such games. Although studies to date have generally supported their value, most of the published investigations have methodological limitations. Critical process data are typically not collected, and unreliable student and teacher self-reports are heavily relied on in evaluating the educational efficacy of many games. To address these and other limitations, the authors have developed research software that can remotely and unobtrusively record screen activity during game play in classroom settings together with synchronized audio of player discussion. A field trial of this data collection system in which 42 college students were studied as they played a coursework-related Web-based learning game is described, and the article discusses how the trial outcomes concretely demonstrate the methodological advantages the tool offers researchers.

Suggested Citation

  • Herbert H. Wideman & Ronald D. Owston & Christine Brown & Andre Kushniruk & Francis Ho & Kevin C. Pitts, 2007. "Unpacking the potential of educational gaming: A new tool for gaming research," Simulation & Gaming, , vol. 38(1), pages 10-30, March.
  • Handle: RePEc:sae:simgam:v:38:y:2007:i:1:p:10-30
    DOI: 10.1177/1046878106297650
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    References listed on IDEAS

    as
    1. Jerry Gosen & John Washbush, 2004. "A Review of Scholarship on Assessing Experiential Learning Effectiveness," Simulation & Gaming, , vol. 35(2), pages 270-293, June.
    2. A. J. Faria, 2001. "The Changing Nature of Business Simulation/ Gaming Research: A Brief History," Simulation & Gaming, , vol. 32(1), pages 97-110, March.
    3. Megumi Kashibuchi & Akira Sakamoto, 2001. "The Educational Effectiveness of a Simulation/Game in Sex Education," Simulation & Gaming, , vol. 32(3), pages 331-343, September.
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    Cited by:

    1. Debbe Thompson & Tom Baranowski & Richard Buday & Janice Baranowski & Victoria Thompson & Russell Jago & Melissa Juliano Griffith, 2010. "Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game," Simulation & Gaming, , vol. 41(4), pages 587-606, August.
    2. Carolina Islas Sedano & Verona Leendertz & Mikko Vinni & Erkki Sutinen & Suria Ellis, 2013. "Hypercontextualized Learning Games," Simulation & Gaming, , vol. 44(6), pages 821-845, December.
    3. Philip H. Anderson & Leigh Lawton, 2009. "Business Simulations and Cognitive Learning," Simulation & Gaming, , vol. 40(2), pages 193-216, April.
    4. David O. Neville & Brett E. Shelton, 2010. "Literary and Historical 3D Digital Game—Based Learning: Design Guidelines," Simulation & Gaming, , vol. 41(4), pages 607-629, August.
    5. Per Backlund & Henrik Engström & Mikael Johannesson & Mikael Lebram, 2010. "Games for traffic education: An experimental study of a game-based driving simulator," Simulation & Gaming, , vol. 41(2), pages 145-169, April.
    6. Christine M. Bachen & Pedro F. Hernández-Ramos & Chad Raphael, 2012. "Simulating REAL LIVES," Simulation & Gaming, , vol. 43(4), pages 437-460, August.

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