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Why and How to Define Educational Video Games?
Journal article   Open access   Peer reviewed

Why and How to Define Educational Video Games?

Caitlin Cole, Roberto H. Parada and Erin Mackenzie
Games and culture, Vol.19(8), pp.981-999
12/2024
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Published (Version of record)CC BY-NC V4.0 Open Access
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Published (Version of record)CC BY-NC V4.0 Open

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Abstract

video games serious games game-based learning educational video games
While the volume of education-based video game research has increased, the field has yet to settle on a consistent definition of educational video games (EVGs). Available definitions of video games do not account for the nuances of games used within education and have not been developed for that purpose. Several systematic reviews and meta-analyses have concluded that the lack of standardized definition is critically hampering a cohesive approach to research in this area. This article begins by reviewing the current scholarship on video game definitions and then suggests a definition for EVGs to improve research outcomes in the field. Given that the major potential of video game use in education is to improve learning, we advocate that educational research scholarship needs to develop a common foundational approach to defining EVG and associated educational technologies. We hope that this definition will advance the field by suggesting a common language and operationalization of EVGs.

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