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
- Emil Lundedal Hammar (ORCID: https://orcid.org/0000-0003-2640-5949)
- Holger Pötzsch (ORCID: https://orcid.org/0000-0002-5533-5014)
- Therese Hansen (ORCID: https://orcid.org/0000-0001-7440-8584)
- Tobias Staaby
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