A Proposed Method for Measuring Learning in Video Games

Allan Fowler ., Brian Cusack .

Abstract


There has been an increase in interest in the value and relevance of use of video games for learning. Some of this interest stems from frustration with the current education system. Some of this interest stems from observations of the large numbers of people that play video games and the potential of these games to provide active learning experiences. This paper seeks to investigate the educational potential of a commercial video game. It proposes a method for evaluating what learning takes place within a commercial video game using psychophysical methods.

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