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Computers in Education | 2008

Examining the pedagogical foundations of modern educational computer games

Mansureh Kebritchi; Atsusi Hirumi

This study examines the pedagogical foundations of modern educational (computer video) games. Specifically, Coopers [Cooper, H. (1985, Mar 31-April 4). A taxonomy of literature reviews. In Paper presented at the American Educational Research Association, Chicago, IL] literature review framework was used to locate and examine relevant literature and games (published between the years 2000 and 2007) and to organize and report findings. A total of 50 articles and 55 educational games met specified selection criteria. The pedagogical foundations of the games were further investigated by contacting the authors of the games. Twenty-two games were based on established learning theories or instructional strategies and two games included basic instructional events that were not associated with any particular theory or strategy. No information regarding the pedagogical foundations of the 31 games was found or received. Analysis of the games and supporting literature revealed several patterns of practice that may be used to guide future research and development of educational games.


Techtrends | 2010

Preparing Instructional Designers for Game-Based Learning: Part 2

Atsusi Hirumi; Bob Appelman; Lloyd P. Rieber; Richard Van Eck

As noted in part I of this article (published in TechTrends 54(3)), advances in technology continue to outpace research on the design and effectiveness of instructional (digital video) games. In general, instructional designers know little about game development, commercial video game developers know little about training, education and instructional design, and relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. In Part I, a panel of recognized and emerging experts in the design of instructional (digital video) games set the context for this three part series and one of four panelists discussed what he believes instructional designers should know about instructional game design (Hirumi, Appleman, Rieber, Van Eck, 2010). In Part II, two faculty members who teach courses on instructional game design presents their perspectives on preparing instructional designers for game-based learning. Part III will present a fourth perspective along with conclusion that compares the four views.


Archive | 2009

Applying Pedagogy during Game Development to Enhance Game-Based Learning

Atsusi Hirumi; Christopher B. Stapleton

“Serious games” are emerging as an important outgrowth of the video gaming industry. Entertaining games, such as Flight Simulator and SimCity, are already in use in schools and universities across the country, and the number of serious games designed specifically for training and education is also on the rise. Advances in video game production, however, are far outpacing research on its design and effectiveness. Relatively little is still known about methods for optimizing the game design process or game-based learning.


Techtrends | 2010

Preparing Instructional Designers for Game-Based Learning: Part III. Game Design as a Collaborative Process

Atsusi Hirumi; Bob Appelman; Lloyd P. Rieber; Richard Van Eck

In this three part series, four professors who teach graduate level courses on the design of instructional video games discuss their perspectives on preparing instructional designers to optimize game-based learning. Part I set the context for the series and one of four panelists discussed what he believes instructional designers should know about instructional game design. In Part II, two faculty members who teach courses on instructional game design presented their perspectives on preparing instructional designers for game-based learning. Part III presents a fourth perspective along with conclusion that contrasts the four views posited in Parts I-III.


Journal of Computing in Higher Education | 2018

Preparing the Next Generation of Instructional Designers: A Cross-Institution Faculty Collaboration

Patricia J. Slagter van Tryon; Jason K. McDonald; Atsusi Hirumi

The ability of novice instructional designers to become skilled problem-solvers, who select and apply appropriate instructional design (ID) models in their work environments, are key competencies generally sought after in introductory ID courses. Yet, the proliferation of ID models, coupled with varied philosophies and practices about how ID is taught may pose challenges for ID educators seeking to prepare the next generation of leaders in the field. With little empirical research or documented best practices, ID educators are left to their own judgment about to how to navigate the practical challenges that can arise in the pursuit of their teaching goals. This paper shares insights on how ID educators across institutions teach introductory ID under varied conditions, and how ID educators can support each other in addressing challenges faced by those teaching introductory ID and seeking to improve their own practice. Using action research methods, we engaged in cross-institutional collaboration, sharing teaching approaches, philosophies, modes of delivery, instructional strategies, resources, models, and products of instructional design with each other as a means to understand and improve our own teaching practices. We also developed a model for cross-institutional faculty collaboration that is immersive, cyclical, and theory-based, and provides a guide for other ID educators to collectively engage in the work of supporting each other in the common goal of preparing the next generation of instructional design leaders.


Archive | 2009

Blogging the Future from Multiple Perspectives

Christopher T. Miller; Christian Sebastian Loh; Katrin Becker; Luca Botturi; Michael K. Barbour; Kimberely Fletcher Nettleton; Atsusi Hirumi; Lloyd P. Rieber; Elizabeth Simpson

There are many issues and potentials in the field of educational games. This chapter was developed as a collaborative blogging effort among contributing authors of this book to discuss some of the current problems and the future potentials for educational games. A variety of questions were provided in a blog format to allow an evolving discussion among the authors. Topics covered within the chapter include games and the instructional design field, problems associated with games, assessment and games, cultural implications for games in education, and future potentials for games in education.


Computers in Education | 2010

The effects of modern mathematics computer games on mathematics achievement and class motivation

Mansureh Kebritchi; Atsusi Hirumi; Haiyan Bai


International journal on e-learning | 2011

Designing a Mobile Game for Home Computer Users to Protect Against “Phishing Attacks”

Atsusi Hirumi


Archive | 2008

Effects of a computer game on mathematics achievement and class motivation: an experimental study

Atsusi Hirumi; Mansureh Kebritchi


Educational Technology Research and Development | 1994

Designing Interactive Videodisc-based Museum Exhibits: A Case Study

Atsusi Hirumi; Wilhelmina C. Savenye; Brockenbrough S. Allen

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Stacey Kubovec

University of Central Florida

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Juan Cendan

University of Central Florida

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