Putting the Cybermedia Model Into Educational Practice

In this paper, we build on an earlier operationalization of Aarseth and Calleja’s cybermedia model for an interdisciplinary evaluation of games as potential tools and objects for teaching and learning. Here, we critically develop the model and original template, and expand its four dimensions with two additional layers. We then use the expanded framework on concrete examples to illustrate how the overall suitability of specific game titles can be evaluated before these are applied in educational contexts.

Authors

Publication Details

Journal
Transactions of the Digital Games Research Association
Published
2024-08-23
DOI
https://doi.org/10.26503/todigra.v7i1.2182
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00
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article

Putting the Cybermedia Model Into Educational Practice

Emil Lundedal Hammar, Holger Pötzsch, Therese Hansen, Tobias Staaby
Transactions of the Digital Games Research Association
Impact of Technology on Adolescents
article

Putting the Cybermedia Model Into Educational Practice

Emil Lundedal Hammar, Holger Pötzsch, Therese Hansen, Tobias Staaby
article en

Abstract

In this paper, we build on an earlier operationalization of Aarseth and Calleja’s cybermedia model for an interdisciplinary evaluation of games as potential tools and objects for teaching and learning. Here, we critically develop the model and original template, and expand its four dimensions with two additional layers. We then use the expanded framework on concrete examples to illustrate how the overall suitability of specific game titles can be evaluated before these are applied in educational contexts.

Transactions of the Digital Games Research AssociationVol. 7(1)
Quality Education
Openalex Percentile: Top 78%
Impact of Technology on Adolescents
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