The DOI matches its Crossref record; 4 of the 4 references it cites were found in a registry or an index.
Learning by Design: Good Video Games as Learning Machines
Abstract
This article asks how good video and computer game designers manage to get new players to learn long, complex and difficult games. The short answer is that designers of good games have hit on excellent methods for getting people to learn and to enjoy learning. The longer answer is more complex. Integral to this answer are the good principles of learning built into successful games. The author discusses 13 such principles under the headings of ‘Empowered Learners’, ‘Problem Solving’ and ‘Understanding’ and concludes that the main impediment to implementing these principles in formal education is cost. This, however, is not only (or even so much) monetary cost. It is, importantly, the cost of changing minds about how and where learning is done and of changing one of our most profoundly change-resistant institutions: the school.
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Citations
Cites
What Video Games Have to Teach Us about Learning and Literacy
(2004) · Education + Training · doi:10.1108/et.2004.00446dae.002 · Cited by 6,674
Self-citationWhat video games have to teach us about learning and literacy
Gee, J. P. (2003) · Computers in Entertainment · doi:10.1145/950566.950595 · Cited by 5,735
Self-citationBeing there: putting brain, body, and world together again
(1997) · Choice Reviews Online · doi:10.5860/choice.34-6204 · Cited by 2,631
Distributed representations, simple recurrent networks, and grammatical structure
Elman, J. L. (1991) · Machine Learning · doi:10.1007/bf00114844 · Cited by 1,354
Cited by
Erhel, S., & Jamet, E. (2013) · Computers & Education · doi:10.1016/j.compedu.2013.02.019 · Cited by 613
The maturing of gamification research
Nacke, L. E., & Deterding, S. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2016.11.062 · Cited by 493
Djaouti, D., Alvarez, J., Jessel, J.-P., & Rampnoux, O. (2011) · Serious Games and Edutainment Applications · doi:10.1007/978-1-4471-2161-9_3 · Cited by 427
Handbook of Research on Effective Electronic Gaming in Education
(2009) · IGI Global eBooks · doi:10.4018/978-1-59904-808-6 · Cited by 363
Ke, F. (2014) · Computers & Education · doi:10.1016/j.compedu.2013.12.010 · Cited by 300
Metadata
- Authors
- Gee, J. P.
- Venue
- E-Learning and Digital Media
- Publisher
- SAGE Publications
- Published
- 2005-03
- Volume
- 2
- Issue
- 1
- Pages
- 5-16
- ISSN
- 1741-8887 (ISSN-L)
- 2042-7530
- OpenAlex
- W2159644498
- Cited by
- 827
- References
- 4
- FWCI
- 22.51
- Type
- journal article
- Language
- en
- Open access
- closed
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Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.