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What is an educational game?
Interactive, feedback, attention, and challenge
Imitation and play are two core and innate human strategies for cognitive development.
Challenge, Rules. Goals, Feedback, Interaction, Completing storyline
A structured learning activity where learners compete against each other for fun and practice.
Competency, evidence, and task/action models
Love, work, and play
Active, goal-oriented, contextualized, interesting
Challenge, fantasy, entertainment
Essential Elements of educational games, according to Shute, Rieber and Van Eck (2012)
Interactive, feedback, attention, and challenge
Imitation and play are two core and innate human strategies for cognitive development.
Challenge, Rules. Goals, Feedback, Interaction, Completing storyline
A structured learning activity where learners compete against each other for fun and practice.
Competency, evidence, and task/action models
Love, work, and play
Active, goal-oriented, contextualized, interesting
Challenge, fantasy, entertainment
Name three more key features of game design, according to Alessi Trollip (2001)
Interactive, feedback, attention, and challenge
Imitation and play are two core and innate human strategies for cognitive development.
Challenge, Rules. Goals, Feedback, Interaction, Completing storyline
A structured learning activity where learners compete against each other for fun and practice.
Competency, evidence, and task/action models
Love, work, and play
Active, goal-oriented, contextualized, interesting
Challenge, fantasy, entertainment
According to (Mislevy et al., 2003), evidence-centered design requires instructional designers to incorporate these 3 models into their educational games:
Interactive, feedback, attention, and challenge
Imitation and play are two core and innate human strategies for cognitive development.
Challenge, Rules. Goals, Feedback, Interaction, Completing storyline
A structured learning activity where learners compete against each other for fun and practice.
Competency, evidence, and task/action models
Love, work, and play
Active, goal-oriented, contextualized, interesting
Challenge, fantasy, entertainment
According to David Elkind (2007), the three instinctual drives that are at the root of all human cognition and behavior are:
Interactive, feedback, attention, and challenge
Imitation and play are two core and innate human strategies for cognitive development.
Challenge, Rules. Goals, Feedback, Interaction, Completing storyline
A structured learning activity where learners compete against each other for fun and practice.
Competency, evidence, and task/action models
Love, work, and play
Active, goal-oriented, contextualized, interesting
Challenge, fantasy, entertainment
According to Shute, Rieber and Van Eck (2012), what is the best learning environment?
Interactive, feedback, attention, and challenge
Imitation and play are two core and innate human strategies for cognitive development.
Challenge, Rules. Goals, Feedback, Interaction, Completing storyline
A structured learning activity where learners compete against each other for fun and practice.
Competency, evidence, and task/action models
Love, work, and play
Active, goal-oriented, contextualized, interesting
Challenge, fantasy, entertainment
What is Piaget's 1951 theory on play?
Interactive, feedback, attention, and challenge
Imitation and play are two core and innate human strategies for cognitive development.
Challenge, Rules. Goals, Feedback, Interaction, Completing storyline
A structured learning activity where learners compete against each other for fun and practice.
Competency, evidence, and task/action models
Love, work, and play
Active, goal-oriented, contextualized, interesting
Challenge, fantasy, entertainment
According to Shute, Rieber and Van Eck (2012), the best learning design needs these four features:
Interactive, feedback, attention, and challenge
Imitation and play are two core and innate human strategies for cognitive development.
Challenge, Rules. Goals, Feedback, Interaction, Completing storyline
A structured learning activity where learners compete against each other for fun and practice.
Competency, evidence, and task/action models
Love, work, and play
Active, goal-oriented, contextualized, interesting
Challenge, fantasy, entertainment
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