Assessment of Digital Games in Technology Education

Authors

  • Monika Valentová Constantine the Philosopher University in Nitra
  • Peter Brečka Constantine the Philosopher University in Nitra

DOI:

https://doi.org/10.3991/ijep.v13i2.35971

Keywords:

digital games, technical education, primary level of elementary schools

Abstract


The paper contributes to solving the issue of digital games in education. It explains concepts such as gamification and Digital Game-Based Learning; it focuses on the typology of games and the positives and negatives of playing digital games while discussing the aspects of their implementation in education. The case study presented in the paper examines in more detail digital games as a supplement to the learning environment in technically oriented education at the primary level of elementary schools in Slovakia. The main focus is put on an analysis of digital and education aspects of selected digital games. Specifically, based on nine game assessment criteria, such as game content in line with the objectives, application of cross-cutting themes, motivation, way of manipulation, active participation of the pupil, design/graphic processing, playing time, game model and its objective. Each of these criteria can influence the application of selected games in teaching; therefore, we assessed the games individually through these criteria. 

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Published

2023-03-21

How to Cite

Valentová, M., & Brečka, P. (2023). Assessment of Digital Games in Technology Education. International Journal of Engineering Pedagogy (iJEP), 13(2), pp. 36–63. https://doi.org/10.3991/ijep.v13i2.35971

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Papers