Selecting Serious Games for the Computer Science Class

Authors

  • JW Prinsloo
  • DB Jordaan

Abstract

The aim of this paper was to investigate models to select serious games for use in the computer science class. The lack of a useful framework to select serious games that meet the teaching and learning objectives presented a significant obstacle when serious games where introduced into tertiary education. This paper briefly discusses three frameworks, the RETAIN model, the four-dimensional framework, and the magic bullet model. Lecturers evaluated serious games using the guidelines suggested by each of these models and their perceptions of the models were captured using a short questionnaire. Using descriptive analysis to analyse the data, the results are that lecturers prefer the four-dimensional framework when considering and selecting serious games as a teaching tool in the computer science class.

DOI: 10.5901/mjss.2014.v5n21p391

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Published

2014-09-06

How to Cite

Prinsloo, J., & Jordaan, D. (2014). Selecting Serious Games for the Computer Science Class. Mediterranean Journal of Social Sciences, 5(21), 391. Retrieved from https://www.richtmann.org/journal/index.php/mjss/article/view/4213