When designing Educational Computer Games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently, some digital game-based researchers made attempt to combine game genre with learning theory. Different researchers use different pedagogy conceptions. The purpose of this paper is to investigate the appropriate computer genre in designing effective educational computer games that can be used as learning tools in Thai undergraduate classrooms by integrating the learning conceptions from the previous work of those researcher's. The following steps are used to conduct this study: summarize the survey of Thai students' opinions toward game genre; analyse the characteristics of genre of computer game; match those characteristics of genre with learning theories; and propose the conceptual model from the comparison. The results of this analysis can be used as a guideline for Educational computer game designers in considering appropriate genres of game for education purpose.

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Creating Effective Educational Computer Games For Undergraduate Classroom Learning: A Conceptual Model

Kowit Rapeepisarn*, Kok Wai Wong**, Chun Che Fung***, Myint Swe Khine****
*,**,*** School of Information Technology, Murdoch Universiiy, Western Australia.
**** Emirates College for Advanced Education, United Arab Emirates.
Periodicity:July - September'2008
DOI : https://doi.org/10.26634/jet.5.2.523

Abstract

When designing Educational Computer Games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently, some digital game-based researchers made attempt to combine game genre with learning theory. Different researchers use different pedagogy conceptions. The purpose of this paper is to investigate the appropriate computer genre in designing effective educational computer games that can be used as learning tools in Thai undergraduate classrooms by integrating the learning conceptions from the previous work of those researcher's. The following steps are used to conduct this study: summarize the survey of Thai students' opinions toward game genre; analyse the characteristics of genre of computer game; match those characteristics of genre with learning theories; and propose the conceptual model from the comparison. The results of this analysis can be used as a guideline for Educational computer game designers in considering appropriate genres of game for education purpose.

Keywords

Educational Computer Games, Genre of Game.

How to Cite this Article?

Kowit Rapeepisarn, Kok Wai Wong, Chun Che Fung, Myint Swe Khine (2008Creating Effective Educational Computer Games For Undergraduate Classroom Learning: A Conceptual Model. i-manager’s Journal of Educational Technology, 5(2), 22-31. https://doi.org/10.26634/jet.5.2.523

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