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The Magic Bullet: A Tool for Assessing and Evaluating Learning Potential in Games

The Magic Bullet: A Tool for Assessing and Evaluating Learning Potential in Games

Katrin Becker
Copyright: © 2011 |Volume: 1 |Issue: 1 |Pages: 13
ISSN: 2155-6849|EISSN: 2155-6857|EISBN13: 9781613507094|DOI: 10.4018/ijgbl.2011010102
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MLA

Becker, Katrin. "The Magic Bullet: A Tool for Assessing and Evaluating Learning Potential in Games." IJGBL vol.1, no.1 2011: pp.19-31. http://doi.org/10.4018/ijgbl.2011010102

APA

Becker, K. (2011). The Magic Bullet: A Tool for Assessing and Evaluating Learning Potential in Games. International Journal of Game-Based Learning (IJGBL), 1(1), 19-31. http://doi.org/10.4018/ijgbl.2011010102

Chicago

Becker, Katrin. "The Magic Bullet: A Tool for Assessing and Evaluating Learning Potential in Games," International Journal of Game-Based Learning (IJGBL) 1, no.1: 19-31. http://doi.org/10.4018/ijgbl.2011010102

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Abstract

This paper outlines a simple and effective model that can be used to evaluate and design educational digital games. It also facilitates the formulation of strategies for using existing games in learning contexts. The model categorizes game goals and learning objectives into one or more of four possible categories. An overview of the model is provided and the four categories are defined. The model is used to analyze several games. The implications that this model has for the design and use of games as instructional technologies are then described.

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