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How to integrate games or game elements in educational multimedia: a typology of educational game use
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, , K.U.Leuven Campus Kortrijk, Belgium

EdMedia + Innovate Learning, in Montreal, Canada ISBN 978-1-880094-56-3 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Any game typology reveals that some types of games are more fit to education than others. Several studies have proposed a game typology or taxonomy, using different perspectives to do so, but most of them use the game characteristics as their main starting point. They look at games from the inside: what are games about or how do they function? In this paper, with an educational perspective, we adopt a different point of view: what is the place or the role of gaming in the educational setting? What is the "use" of the digital game elements in the entire digital educational environment? The criterion we use to distinguish types of games here is directly linked to the function of the game in the overall concept of the educational software. We focus on these types and illustrate them briefly with cases. We distinguish between edutainment (overall games), ed-ventures, simulations and path-games, gaming as navigation, gaming as competition, gaming for content delivery, gaming as reward.

Citation

Wylin, B. & Desmet, P. (2005). How to integrate games or game elements in educational multimedia: a typology of educational game use. In P. Kommers & G. Richards (Eds.), Proceedings of ED-MEDIA 2005--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1194-1199). Montreal, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved October 23, 2019 from .

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