An exploration by TEEM of the contribution which
games can make to the education process
Professor Angela McFarlane
Report on the
use of games
Analysis of pupil questionnaires
What do they play?
Where and when do they play?
How long do they play?
Who do they play with?
What do they own and who pays for them?
What do they learn?
Games at school
Implications for successful computer game design for classroom use
Design and navigation issues
Elements of games that make their play successful
Games evaluated in project
TEEM Games evaluation schools
TEEM teacher evaluation framework
Games in education – executive summary
Games in education project
Aims and objectives
Different types of software
Teacher evaluation of games in a classroom context
Genre of games
Features of games which contribute to value in the classroom
Learning outcomes from playing games in school
Stimulus for learning
Content related learning
Skills games develop
Integrating games use into the classroom
Parents’ views on software usage
Features of the game which contribute to use
Learning outcomes valued by parents
Integrating games use into family life
Games in education
- executive summary
‘Computer games’ is a term that is widely used to describe many different
activities on the computer. Games can be categorised into broad groups
and these teacher led categorisations are comprehensible to parents.
Primary teachers perceive that many educational titles contain a game
element, and this perception is shared by children using such software. The
games included in this evaluation were all outside this traditional classroom
Games provide a forum in which learning arises as a result of tasks
stimulated by the con