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Simulation & Gaming, Vol. 33, No. 2, 157-168 (2002)
DOI: 10.1177/1046878102332003
© 2002 SAGE Publications

Forty Simple Computer Games and What They Could Mean to Educators

John V. Dempsey

jdempsey{at}usouthal.edu

Linda L. Haynes

Barbara A. Lucassen

Maryann S. Casey

University of South Alabama

The purpose of this study was to evaluate computer games or components of the games that would lend themselves for use in an educational setting. Participants included 20 men and 20 women who volunteered to participate. All participants played four randomly assigned computer-based shareware or freeware games from among eight categories. Participants offered numerous suggestions for instructional applications of the noneducational games. Results suggested diverse patterns of preference and use between genders. Participants indicated many key features regarded as essential for an effective gaming environment as well as those that distracted them from play. Trial and error was observed to be the dominant strategy used across all game categories. In addition, participants suggested numerous educational applications for common categories of computer games.

Key Words: adult learning • adventure games • arcade games • board games • card games • computer games • computer-mediated games • control • educational games • freeware • gender • instructional applications • learning strategies • learning styles • motivation • puzzles • research • shareware • simulations • strategies • word games


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