Abstract

Educational Digital Games as Learning Tools: Microsoft Kodu's Case

Highlights

  • In 2009, Microsoft introduced a tool that anyone could use to and quickly program their own simple game

  • Who does not remember Sparrow, an 11-year-old girl who in front of the astonished eyes of the public, made in a few minutes a simple game that she could play with the manager of Microsoft? So according to the description of the title by the company itself, it is more of a programming language that uses the gamepad to enter commands, than a game in which users create tracks and content

  • Despite advances in technology and research on new methods of approaching the educational process, the way in which lessons are taught in schools, most of the time, remains static and is based on the lecture-examination model

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Summary

Introduction

In 2009, Microsoft introduced a tool that anyone could use to and quickly program their own simple game. Despite advances in technology and research on new methods of approaching the educational process, the way in which lessons are taught in schools, most of the time, remains static and is based on the lecture-examination model. This teacher-centered approach does not place the learner at the center of the educational process, resulting in the latter losing interest in learning and ending up memorizing concepts with the sole motive of scoring their performance. There is a need, for the teaching of courses, for the integration of activities that are in line with the interests and preferences of young students and which will be based on scientific studies and organized in structured social contexts

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