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Digital Games: Possibilities and Limitations - The Spore Game Case
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, , , , , , University of Minho, Portugal

E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Vancouver, Canada ISBN 978-1-880094-76-1 Publisher: Association for the Advancement of Computing in Education (AACE), San Diego, CA

Abstract

This paper discusses the educational value of digital games, its advantages and limitations. In order to present the educational potential of digital games, we proceed to the analysis and evaluation of a game, which was recently published by Electronic Arts Inc., Spore, a game that reached the market surrounded by controversy, due to the evolution of the cells that settle its universe. This game presents defensible characteristics regardless of the underlying moral bias, offering a strong educational potential and reveling itself as a valuable educational resource, as it promotes active, autonomous and participated learning processes.

Citation

Oliveira, L.R., Correia, A.C., Merrelho, A., Marques, A., Pereira, D.J. & Cardoso, V. (2009). Digital Games: Possibilities and Limitations - The Spore Game Case. In T. Bastiaens, J. Dron & C. Xin (Eds.), Proceedings of E-Learn 2009--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 3011-3020). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved July 14, 2020 from .

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