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Egenfeldt-Nielsen Simon (2005). Beyond Edutainment : Exploring the Educational Potential of Computer Games. [thèse de doctorat]. IT-University of Copenhagen. 
Added by: Marie Musset (22 Jul 2009 15:58:02 Europe/Paris)   Last edited by: RĂ©mi Thibert (29 Aug 2012 11:36:48 Europe/Paris)
Resource type: Thesis/Dissertation
BibTeX citation key: EgenfeldtNielsen2005
Categories: General
Keywords: culture numérique, jeu
Creators: Egenfeldt-Nielsen
Publisher: IT-University of Copenhagen
Views: 2658/4201
Views index: 27%
Popularity index: 6.75%
Abstract     
The dissertation consists of five parts:

1. Background. Grounding work towards an inclusive and solid framework for educational use of computer games, with the conclusion that “educational use of computer games remains strongly influenced by educational media leading to the domination of edutainment.”
2. Theoretical Foundation. Alternatives based on educational theory and existing computer games research, identifying three generations of educational computer games.
3. Main Empirical Study. An empirical study of 72 Danish high-school students and teachers using a commercial historical strategy game (Europa Universalis 2) is presented with the intent of examining the actual use of computer games in an educational context, adopting a third generation perspective.
4. Combining Empirical Findings with Existing Theory. Examining some key findings around the barriers for educational computer game
use, the effectiveness of learning from computer games, etc.
5. Discussion. Discussion of a general framework for understanding educational use of computer games, extending an “experiential learning approach, where concrete experiences are the starting point that can be transformed through reflection, instruction and active experimentation.”

According to the author, the ideal use of video games are “an experience-based hermeneutic exploration in a safe rich environment, potentially scaffolding the student while maintaining student autonomy and ensuring a high emotional investment in the activity” (p. 3). Egenfeldt-Nielsen provides a pretty nice historical account of educational media and video games, and the literature review on video game research is worth reading too.
Added by: Marie Musset  Last edited by: RĂ©mi Thibert
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