By Eric Klopfer
An summary of cellular studying video games that argues for the tutorial benefits of hand-held video games over their big-screen opposite numbers.
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Extra info for Augmented Learning: Research and Design of Mobile Educational Games
There are several explanations for why they remembered these particular educational games. I’ve explored a number of explanations for this phenomenon. My first hypothesis was that schools only have old computers and so older games are what students had the capability of playing. Schools certainly have been upgrade-challenged over the years, and the Apple IIs of the 1980s stayed around in the classroom for much longer than computers do today. Those computers persisted until the early 1990s, as did this software and the five-and-a-quarter-inch floppies it resided on.
Jpgi. like to highlight two that are particularly germane to the principles of educational handheld game development. The first innovation is the inclusion of Tetris. They didn’t include a Mario game that would likely only appeal to kids, but rather an addictive puzzle game that was played by young and old alike. In fact, I got my own father a Game Boy, which he used somewhat regularly. This likely gives Tetris the distinction of being the only video game he has ever played. The combination of the casual nature of Tetris and the handheld platform enabled the experience of playing a game at the breakfast table, in bed, or anywhere one might spend a few minutes.
The teacher we were working with wanted to show that his students were doing at least as well on traditional measures as the students doing book reports. This was easily accomplished through the multiple-choice tests that came with the textbook. The students in the game-based class did at least as well on that test, and did much better on the extra questions that were added to challenge the students to think outside the box. Such learning exchanges—replacing traditional content with games or other innovations—are not always straightforward, which creates a problem in accounting when introducing these innovations.
Augmented Learning: Research and Design of Mobile Educational Games by Eric Klopfer