
Assessing Higher Order Thinking in Video Games
Article
John Rice, Texas Center for Educational Technology, University of North Texas, United States
Journal of Technology and Teacher Education Volume 15, Number 1, ISSN 1059-7069 Publisher: Society for Information Technology & Teacher Education, Waynesville, NC USA
Abstract
Computer video games have become highly interesting to educators and researchers since their sophistication has improved considerably over the last decade. Studies indicate simple video games touting educational benefits are common in classrooms. However, a need for identifying truly useful games for educational purposes exists. This article begins with an examination of lower level learning in so-called edutainment products and concludes with an example of an advanced social studies simulation that fosters higher order thinking. The article identifies characteristics of highly cognitive virtual interactive environments and offers a detailed index and scoring rubric as a tool for teachers and preservice teachers to use when evaluating the tendencies a video game demonstrates toward encouraging higher order thinking in its participants.
Citation
Rice, J. (2007). Assessing Higher Order Thinking in Video Games. Journal of Technology and Teacher Education, 15(1), 87-100. Waynesville, NC USA: Society for Information Technology & Teacher Education. Retrieved June 2, 2023 from https://www.learntechlib.org/primary/p/6321/.
© 2007 Society for Information Technology & Teacher Education
Keywords
- Cognition
- computer-based training
- education
- Educational Technology
- eLearning
- Human Computer Interaction
- human-computer interaction
- Inclusive Education
- Integration
- interactive learning
- K-12
- pre-service teacher education
- Preservice Teacher Education
- Professional Development
- simulation
- teacher education
- teacher preparation
- teacher training
- teaching
- Teaching Methods
- technology
- technology integration
- video games
- Virtual Environments
- virtual reality
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