Chapter 8 : Using Existing Digital Games for Learning

In this chapter I discuss a variety of ways in which commercial games and virtual worlds can be used to support teaching and learning in higher education. I examine the differences between games designed for entertainment and education and look at the advantages and disadvantages of the different options available to educators. Finally, I provide details of a number of web sites where you can start to look for existing games that you might find useful in your teaching.

Activities

Evaluating entertainment games for learning: Using one of the three games introduced in Chapter 1, carry out a structured evaluation of its potential for learning.

Finding a game to meet your game concept specification: Using the concept specification produced in Chapter 6 and the resources suggested, find a game that meets - or at least partially meets - your specification.

Screen Shots

Undertaking training in RuneScape (image reproduced with permission of Jagex Ltd)