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Gaydos, Matthew; Harris, Shannon; Squire, Kurt – Educational Technology, 2016
Player responses to a brief survey gauging their understanding of content after playing an educational game, "Virulent," are presented. Response accuracy was higher for picture-based questions than text-based questions, despite the presentation of both within the game. Given that games may present educational content in multiple ways…
Descriptors: Educational Games, Educational Experience, Student Surveys, Cytology
Squire, Kurt; Gaydos, Matthew; DeVane, Ben – Educational Technology, 2016
Digital games for learning have quickly transitioned from a theoretical possibility, to a hyped technology, to an idea that almost seems quaint compared to advances in Biochips, Smart Robots, and self-driving cars. As a field, it is now better understand what games are good for, what they are not, and in what kinds of situations they can be…
Descriptors: Educational Games, Educational Technology, Computation, Thinking Skills
Squire, Kurt; Jenkins, Henry; Holland, Walter; Miller, Heather; O'Driscoll, Alice; Tan, Katie Philip; Todd, Katie. – Educational Technology, 2003
Discusses the rapid growth of digital games, describes research at MIT that is exploring the potential of digital games for supporting learning, and offers hypotheses about the design of next-generation educational video and computer games. Highlights include simulations and games; and design principles, including context and using information to…
Descriptors: Computer Games, Context Effect, Design Requirements, Educational Games