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Simulation & Gaming
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Unpacking the potential of educational gaming: A new tool for gaming research

Herbert H. Wideman

Ronald D. Owston

Christine Brown

York University

Andre Kushniruk

Francis Ho

University of Victoria, Canada

Kevin C. Pitts

Seneca College, Canada

The article begins by reviewing the theoretical bases for the contention that advanced computer-based educational gaming can provide powerful learning experiences, and overviews the limited research on the use of such games. Although studies to date have generally supported their value, most of the published investigations have methodological limitations. Critical process data are typically not collected, and unreliable student and teacher self-reports are heavily relied on in evaluating the educational efficacy of many games. To address these and other limitations, the authors have developed research software that can remotely and unobtrusively record screen activity during game play in classroom settings together with synchronized audio of player discussion. A field trial of this data collection system in which 42 college students were studied as they played a coursework-related Web-based learning game is described, and the article discusses how the trial outcomes concretely demonstrate the methodological advantages the tool offers researchers.

Key Words: educational games • field trials • game evaluation • gaming research • research methodology • research software • task analysis

Simulation & Gaming, Vol. 38, No. 1, 10-30 (2007)
DOI: 10.1177/1046878106297650


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