Abstract
Complex computer and video games may provide a vehicle, based on appropriate theoretical concepts, to transform the educational landscape. Building on the original game object model (GOM) a new more detailed model is developed to support concepts that educational computer games should: be relevant, explorative, emotive, engaging, and include complex challenges; support authentic learning activities that are designed as narrative social spaces where learners are transformed through exploration of multiple representation, and reflection; be gender-inclusive, include non-confrontational outcomes, and provide appropriate role models; develop democracy, and social capital through dialogue that is supported by means of computer mediated-communication tools; and include challenges, puzzles or quests, which form the core of the learning process, where access to explicit knowledge, conversations, and reflection results in the construction of tacit knowledge. It is argued that the GOM version II can be used not only to support the development of educational computer games but to provide a mechanism to evaluate the use of computer games in the classroom.
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Acknowledgments
I wish to thank Tom Reeves, Catharine Dubbeld, David Baxter, Hilary Reynolds, Patsy Clarke, Ruth Maulson and Clive Jackson for advice on and proof reading of the manuscript, and to J. Michael Spector and the reviewers for their insights and encouragements. This research was supported by grants from the South African Government Department of Science and Technology.
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Amory, A. Game object model version II: a theoretical framework for educational game development. Education Tech Research Dev 55, 51–77 (2007). https://doi.org/10.1007/s11423-006-9001-x
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DOI: https://doi.org/10.1007/s11423-006-9001-x