Research

Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation

Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation

Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation

Holger Pötzsch, Therese Holt Hansen, Emil Lundedal Hammar

Abstract

"Videogames can be useful tools for teaching and learning. To plan educational uses, potential benefits and possible problematic aspects of specific titles need to be critically assessed by teachers and school leaders prior to implementation. Based on game ontological models, we identify salient areas of inquiry in games research and use these to structure a template for evaluation. This way we operationalize foundational games research and put key insights to practical use in the planning and preparation of videogame-based teaching sessions. We develop a template for the evaluation of videogames as tools for and objects of teaching and learning to facilitate critical uses of these technologies in schools and other educational settings. We present a template for critical evaluation to facilitate the use of videogames for educational endeavors. The template distinguishes between videogames as tools for and objects of teaching and learning and is structured along the game ontological dimensions of 1) sign system, 2) rules and mechanics, 3) materiality and 4) players, and includes aspects of both representation and simulation. This way, we disentangle a complex phenomenon and make its components amendable for critical analysis and constructive intervention. We offer illustrating examples for how the template can be used to assess the usability of specific titles in education and discuss advantages and disadvantages. Finally, we suggest steps for implementation and further improvement."

Reference

Pötzsch, H., Hansen, T. H., & Hammar, E. L. (2023). Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation. Simulation & Gaming, 54(3), 348-374. https://journals.sagepub.com/doi/full/10.1177/10468781231166213

Keywords

Videogames, Educational uses, Evaluation template