Abstract
This chapter describes my magic bullet model for analyzing the learning in a game. It diagrams the learning balance and with it we can conceptualize how the balance of the various parts can affect the game’s potential for use in a learning context. I first outline the ideal, and then go on to explain how to assess a game that deviates from the ideal.
“(I)nstructional technology only works for some kids, with some topics, and under some conditions—but that is true of all pedagogy. There is nothing that works for every purpose, for every learner, and all the time.”
(Mann, 2001 , p. 24)
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References
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Becker, K. (2017). A Magic Bullet. In: Choosing and Using Digital Games in the Classroom. Advances in Game-Based Learning. Springer, Cham. https://doi.org/10.1007/978-3-319-12223-6_5
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DOI: https://doi.org/10.1007/978-3-319-12223-6_5
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