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How Content Matters: Rethinking Educational Games PROCEEDINGS

, Simon Fraser University, Canada ; , York University, Canada

EdMedia + Innovate Learning, in Orlando, FL USA ISBN 978-1-880094-60-0 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

This paper describes the ways learner attention is mobilized and directed in an educational computer game, “Contagion!“, co-developed by the author. Using a multimodal analysis program (MAP, online at http://www.sfu.ca/~decaste/MAP/) in conjunction with eye movement tracking and supplemented by ethnographic observation and player interviews, we can identify attentional objects, patterns and strategies. These data sources collectively permit strong inferential bases for empirically grounded claims about how learning can be supported through digital game play.

Citation

de Castell, S. & Jenson, J. (2006). How Content Matters: Rethinking Educational Games. In E. Pearson & P. Bohman (Eds.), Proceedings of ED-MEDIA 2006--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 1802-1808). Orlando, FL USA: Association for the Advancement of Computing in Education (AACE). Retrieved November 21, 2018 from .

Keywords

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