We've been using mini-games since 3 years and want now to move on to large scale games, because our students liked the mini-games we used as self-assessment (crosswords, hangmang, flashgames for checking important or glossary terms). We want to use real games not only for self-assessment, but also for teaching and students to apply their knowledge. But we are concerned about the costs and the acceptance. The students and the teachers will mostly accept games, but the managment of school is very sceptical about games. We are convinced that we are able to impart content and knowledge with games if they are properly embeded in other lessons. Just know I'm trying to convince the management of our school that games are not only leisure occupation for kids, I have to reduce prejudices like games are a waste of time, they are dangerous and violent and so on.
Context
Provide details regarding the environment from which this case study is derived. Who was behind the game development / deployment? Who was the target audience? What is the broad domain of knowledge / expertise addressed? Use the table below as appropriate, or enter your own free-text description.
What were the intentions of the parties involved? What were the expected outcomes? What are the measures of success?
Details
Describe the game itself, its process of development and / or deployment, focusing on the issues which you find most interesting. Write in free narrative form, with a clear reference to your personal experiences and observations. Include visual materials if possible and link to on-line resources.
Outcomes
What where the positive and less desirable results of this experience? How do they map to the original aims? What unexpected outcomes (good or bad) have you noted? What are the key factors contributing to the outcomes?
References and links
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