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Computer Games as a Learning Resource
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, , , , University of Natal, South Africa

EdMedia + Innovate Learning, in Freiburg, Germany ISBN 978-1-880094-30-3 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC

Abstract

Playing games is an important part of our social and mental development. The
computer games industry has grown swiftly, notably on the Windows95 platform, over the
past few years. The aims of this project were to: determine the types of games enjoyed by
undergraduate Biology students; evaluate student opinions regarding computer games;
develop a game (based on criteria identified by students); and assess the role that such a game
could play in teaching students. Students evaluated four commercial games (Sim Isle, Red
Alert, Zork Nemesis and Duke Nukem). Results suggest that they prefer 3D-adventure (Zork
Nemesis, top-scorer) and strategy (Red Alert) games to other game-types (“shoot-em-up” or
simulation). A 3D-adventure game on human evolution was designed, developed and used as
part of a first-year Biology practical session. While student learnt equally from the game and
the traditional practical material, they found playing the game more enjoyable. Games appear
to motivate students intrinsically and represent one of the best uses of multimedia in
education.

Citation

Amory, A., Naicker, K., Vincent, J. & Adams, C. (1998). Computer Games as a Learning Resource. In T. Ottmann & I. Tomek (Eds.), Proceedings of ED-MEDIA 1998--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 50-55). Freiburg, Germany: Association for the Advancement of Computing in Education (AACE). Retrieved February 22, 2019 from .

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Cited By

  1. EasyMath: A multimedia Tutoring System for Algebra

    Maria Virvou & Victoria Tsiriga, University of Piraeus, Greece

    EdMedia + Innovate Learning 1999 (1999) pp. 933–838

  2. An Intelligent Multimedia Tutor for English as a Second Language

    Maria Virvou & Dimitris Maras, University Of Piraeus, Greece

    EdMedia + Innovate Learning 1999 (1999) pp. 928–932

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