Effective use of educational games and simulations
Edward Albertにより
1. Goals and Rules
1.1. quantified
1.2. specific
1.3. incentives
1.3.1. motivation
1.4. feedback
1.5. progress
1.6. objective
1.6.1. Boards/levels
1.7. functionality
1.8. implicit
1.9. replayablity
1.9.1. failing
1.9.2. fun
2. Pedagogy
2.1. Scaffolding
2.2. Flow
2.3. Motivation
2.3.1. rewards
2.3.1.1. Intrinsic
2.3.1.2. extrinsic
2.4. Theories
2.4.1. Self-Determintation
2.4.2. Lepper
2.4.3. ARCS
2.4.4. Malone
2.4.5. Conditioning
3. Student Learning
3.1. Problem Solving
3.2. Higher order thinking
3.2.1. Decision making
3.2.2. Risk vs Reward
3.2.3. Strategic Thinking
3.2.3.1. analyzing
3.2.3.2. connections
3.2.3.3. synthesizes
3.2.3.4. appliciation
3.2.4. Management
3.2.4.1. Compromises
3.2.4.2. Relationships
3.2.4.2.1. Team building
3.2.4.2.2. Leadership
3.2.4.2.3. Etiquitte
3.3. Engagement
3.3.1. Simulations
3.3.2. Story telling