Tug-of-war: Seeking help while playing an educational card game
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Learning by playing: Video gaming in education
Fran C. Blumberg
This chapter examines motivational aspects that cause students to play educational games and learn their featured content, with particular emphasis on a card game called Tug-of-War. It begins with an overview of help-seeking in technical environments before turning to a discussion of an initial way to measure motivation to learn: by focusing on the type and amount of help students seek from others in the classroom while playing the game. It then describes the design and development of Tug-of-War and how it has improved learning outcomes with respect to traditional academic measures.
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Oxford University Press
educational games, card game, Tug-of-War, help-seeking, motivation to learb, students, classroom
Tug-of-war: Seeking help while playing an educational card game.
In Fran C. Blumberg (Eds.), Learning by playing: Video gaming in education (232–245). Oxford: Oxford University Press