Choosing a Serious Game for the Classroom:An Adoption Model for Educators



Educators eager to integrate serious games into the curriculum, but who are not trained or funded for game development, must choose an off-the-shelf or online game. These educators face a special set of questions. Current instructional design models do not address how a educator should conduct formative evaluation prior to the integration of online serious games or off the shelf games that are not specifically designed for their course. A team comprised of educators developed and tested an approach on evaluation and implementation of commercial-off-the-shelf (COTS) video games. The RCIPR model consists of five components for initial adoption of a game. This adoption model for evaluating COTS harnesses the power of player and instructor evaluation to achieve a comprehensive grasp of the deep learning made possible by playing a well-chosen video game. Additionally it emphasizes researching the game, working with IT personnel, piloting the game and documentation.

List of Acronyms


Commercial-off-the-shelf games


Digital gamed based learning


Entertainment Software Rating Board


Information technology


Learning management system


Massively Multi-player Online Role-Playing Game


World of Warcraft

Model Specific Acronyms


Cause You To Ignore Everything


Research, choose, investigate, pilot and reflect


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Copyright information

© Springer-Verlag London Limited 2011

Authors and Affiliations

  1. 1.Front Range Community CollegeWestminsterUSA
  2. 2.Oregon Virtual AcademyNorth BendUSA

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