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COMMERCIAL GAMES AND THEIR EDUCATIONAL VALUE: A REVIEW  
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Kadir Yücel KAYA
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Özet
In recent years, commercial games are getting more and more popular among people, especially among children. Moreno-Ger, Burgos, and Torrente (2009) states that especially with the strategy of Nintendo, and with the growing popularity of mobile games, even non-gamers are now becoming a player. Besides individual playing purposes, their instructional role in education has been practiced for many years (Dempsey, Haynes, Lucassen & Casey, 2002). Technological developments and low-cost features of digital tools have attracted the users and allowed the educational implications following game-based learning research (Ekin, Polat & Hopcan, 2023). Examining and using commercial games for their educational value is even more cost-effective, rather than developing educational games from scratch.Huizinga (1949) define play as a free activity standing quite consciously outside "ordinary" life as being "not serious," but at the same time absorbing the player intensely and utterly. One of the main characteristics of games is being not serious according to Huizinga. When we talk about a concept that "playing" serious games or educational games, learning could only be a "good" side-effect of game playing. Caillois also (1961) lists some of the characteristics of play as a separate, uncertain, free, unproductive activity. Heinich, Molenda, Russell, and Smaldino (2002) defines game "an activity, in which participants follow prescribed rules that differ from those of real life while striving to attain a challenging goal"(p. 10). According to Whitton (2010) games have ten defining characteristics: fantasy, goals, competition, people, rules, exploration ...
Anahtar Kelimeler
Makale Türü Özgün Makale
Makale Alt Türü Uluslararası alan indekslerindeki dergilerde yayımlanan tam makale
Dergi Adı EDUCATION & SCIENCE 2022-IV
Dergi Tarandığı Indeksler
Makale Dili İngilizce
Basım Tarihi 12-2022
Sayfalar 19 / 0
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