Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Learning Games or Learning Stimulating Games: An Indirect Approach to Learning Stimulating Effects from Off-the-Shelf Games
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
Stockholm University, Faculty of Social Sciences, Department of Computer and Systems Sciences.
2013 (English)In: International Journal of Digital Information and Wireless Communications, ISSN 2225-685X, Vol. 3, no 3, 85-95 p.Article in journal (Refereed) Published
Abstract [en]

Playing games to support learning is a classic concept that is seeing a revival today in the widespread use of computer games. Inserting educational content into various types of computer games is a strong trend that some researchers have described as a mad rush. The aim of this article is to discuss possible learning stimulating effects of commercial off-the-shelf (COTS) games in a long-term perspective. We argue that COTS game players’ attitudes towards learning may change in a positive direction even in cases where direct learning outcomes are not aimed for. This may be the case when in-game skills are described in terms of real life skills commonly associated with higher education. When a high enough skill level is achieved, then and only then is the player rewarded with pleasant in-game experiences. The causality of the perceived experience is ideally that with high enough skills, positive stimulation follows. The contribution of the gaming lies not in the short-term learning outcome, but rather in the long-term effects it may have on future educational choices. Even if such a game do not fulfil the criteria for learning games it may still be seen as a learning stimulating game.

Place, publisher, year, edition, pages
2013. Vol. 3, no 3, 85-95 p.
Keyword [en]
Learning stimulation, Computer games, Commercial off-the shelf games, Learning stimulating games, Games and learning
National Category
Information Systems
Research subject
Computer and Systems Sciences
Identifiers
URN: urn:nbn:se:su:diva-95613OAI: oai:DiVA.org:su-95613DiVA: diva2:660921
Available from: 2013-10-31 Created: 2013-10-31 Last updated: 2018-01-11Bibliographically approved

Open Access in DiVA

No full text

Other links

http://sdiwc.net/digital-library/web-admin/upload-pdf/00000749.pdf

Search in DiVA

By author/editor
Wiklund, MatsMozelius, Peter
By organisation
Department of Computer and Systems Sciences
Information Systems

Search outside of DiVA

GoogleGoogle Scholar

urn-nbn

Altmetric score

urn-nbn
Total: 29 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf