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A Magic Bullet

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Part of the book series: Advances in Game-Based Learning ((AGBL))

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

  • Anderson, L. W., Krathwohl, D. R., & Bloom, B. S. (2001). A taxonomy for learning, teaching, and assessing: A revision of Bloom’s taxonomy of educational objectives (Completeth ed.). New York, NY: Longman.

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  • Becker, K. (2007, November 15–17). Instructional ethology: Reverse engineering for serious design of educational games. Proceedings of the Future Play, the International Conference on the Future of Game Design and Technology, Toronto, Ontario, Canada.

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  • Becker, K. (2008a). Instructional ethology: Serious design of educational games. Paper Presented at the CNIE Conference 2008, “Reaching New Heights: Learning Innovation”, Banff, Alberta, April 27–30.

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  • Becker, K. (2008b). The invention of good games: Understanding learning design in commercial video games (Ph.D.). University of Calgary, Calgary, Canada. Retrieved February 2008, from http://www.minkhollow.ca/Thesis07/doku.php?id=thesis:mainon

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  • Mann, D. (2001). Documenting the effects of instructional technology, a fly-over of policy questions. In W. F. Heineke & L. Blasi (Eds.), Research methods for educational technology; v. 1: Methods of evaluating educational technology (Vol. 1, pp. 239–249). Greenwich, CT: Information Age.

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  • Takeuchi, L. M., & Vaala, S. (2014). Level up learning: A national survey on teaching with digital games. Retrieved October 24, 2014, fromhttp://www.gamesandlearning.org/2014/10/21/level-up-learning-captures-state-of-digital-games-in-classroom/

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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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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-12222-9

  • Online ISBN: 978-3-319-12223-6

  • eBook Packages: EducationEducation (R0)

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