Abstract
This section provides a detailed analysis of several games using the model described up to this point. For each game, I outline the more general analysis as described in Evaluating Games, and then proceed to a more detailed analysis of the learning potential using the Magic Bullet model.
“Appropriate practice is the single most neglected aspect of effective instruction.”
(Merrill, 2001, p. 464)
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References and Resources
Resources
minecraftedu.com—developer website containing resources and lesson plans to go with the educational version of Minecraft.
physicswithportals.com—teacher maintained website containing lessons and resources for teaching physics using the puzzle room maker from Portal 2.
teachwithportals.com—developer website containing resources and lesson plans to go with the puzzle room maker from Portal 2.
References
Bachen, C. M., Hernández-Ramos, P. F., & Raphael, C. (2012). Simulating REAL LIVES: Promoting global empathy and interest in learning through simulation games. Simulation & Gaming, 43(4), 437–460. doi:10.1177/1046878111432108.
Bos, B. (2015). Serious mathematics games: Making them happen in elementary schools. Paper presented at the Society for Information Technology & Teacher Education International Conference 2015, Las Vegas, NV, USA. Retrieved from http://www.editlib.org/p/150366.
Castaneda, L. (2014). The “Broken Rooms” Portal 2 Lesson: An Exploration of Erroneous Examples in a Classroom Setting. Foundry10, LLC. Retrieved from foundry10.org, http://foundry10.org/pdf/The%20broken%20rooms%20research%20paper.pdf.
Darvasi, P. (2014). Gone Home Lessons 7 & 8: Crafting an Epic Slideshow for a Purple Basketball Revelation (Ludic Learning). Blog. Retrieved June 11, 2015, from http://www.ludiclearning.org/, http://www.ludiclearning.org/2014/08/23/gone-home-lessons-7-8-crafting-an-epic-slideshow-for-the-purple-basketball-revelation/.
Jackson, J., Borden, S., O’Donnell, C., Everett, Z., Wimpey, B. J., & Costilla, V. (2012). Osy Osmosis. Retrieved June 11, 2015, from http://www.osyosmosis.com/.
Lee, H. (1960). To kill a mockingbird (1st ed.). Philadelphia, PA: Lippincott.
Merrill, M. D. (2001). First principles of instruction. Journal of Structural Learning & Intelligent Systems, 14(4), 459–466.
Overby, A., & Jones, B. L. (2015). Virtual LEGOs: Incorporating minecraft into the art education curriculum. Art Education, 68(1), 21–27.
Persson, M. (2015). Minecraft.Net. Retrieved June 13, 2015, from https://minecraft.net/.
Pittman, C. (2013). Teaching with portals: The intersection of video games and physics education. LEARNing Landscapes, 6(2), 341.
Scarlett, M. (2015). Gaming geography: Using Minecraft to teach essential geographic skills. Paper presented at the Society for Information Technology & Teacher Education International Conference, Las Vegas, NV. Retrieved March 02, 2015.
Wernholm, M., & Vigmo, S. (2015). Capturing children’s knowledge-making dialogues in Minecraft. International Journal of Research & Method in Education, 38(3), 230–246. doi:10.1080/1743727X.2015.1033392.
Author information
Authors and Affiliations
Rights and permissions
Copyright information
© 2017 Springer International Publishing Switzerland
About this chapter
Cite this chapter
Becker, K. (2017). 4PEG in Action. 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_7
Download citation
DOI: https://doi.org/10.1007/978-3-319-12223-6_7
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-12222-9
Online ISBN: 978-3-319-12223-6
eBook Packages: EducationEducation (R0)