The question about the usage of video game technology to create successful educational games and learning tools has been extensively debated (Prensky, 2006). This research will explore these topics in order to develop a practical case study that could be used as a learning tool. There will be two main topics discussed and analysed, the first being the relevance of gaming in education, the second a quantitative case study of an educational video game prototype. In the 21st century, video games have grown more sophisticated as new technologies have advanced. Video games can be used for more than just home entertainment, as many recent games and projects have proven (Rosser et al., 2007). This research inquires on these successes and how to develop a project, which educates as well as entertains. The second major aspect of this research, which is the prototype, will implement these findings into a practical commercial product set with a prehistoric thematic featuring accurately researched extinct fauna and ancient biomes. Prehistoric visualizations, more commonly known as “Paleoart”, are a respected development in the toolkit for palaeontologists. Paleoart is vital to scientists as it helps visualize prehistoric life millions of years ago (Witton, 2014). This prototype will combine and then expose Paleoart and educational gaming to the public.
Available under License Creative Commons Attribution Non-commercial No Derivatives.
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