How Content Matters: Rethinking Educational Games PROCEEDINGS
Suzanne de Castell, Simon Fraser University, Canada ; Jennifer Jenson, 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
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.
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 https://www.learntechlib.org/primary/p/23251/.
© 2006 Association for the Advancement of Computing in Education (AACE)
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