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.


Video Game Learning Objective Instructional Designer Virtual World Early Adopter 

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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