Abstract
The aim of this paper was to investigate models to select serious games for use in the computer science class. The lack of a useful framework to select serious games that meet the teaching and learning objectives presented a significant obstacle when serious games where introduced into tertiary education. This paper briefly discusses three frameworks, the RETAIN model, the four-dimensional framework, and the magic bullet model. Lecturers evaluated serious games using the guidelines suggested by each of these models and their perceptions of the models were captured using a short questionnaire. Using descriptive analysis to analyse the data, the results are that lecturers prefer the four-dimensional framework when considering and selecting serious games as a teaching tool in the computer science class.
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Prinsloo, J. W., & Jordaan, D. B. (2014). Selecting serious games for the computer science class. Mediterranean Journal of Social Sciences, 5(21), 391–398. https://doi.org/10.5901/mjss.2014.v5n21p391
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