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Digital games that teach: a critical analysis

2008

Abstract

1 1 Playing and Learning – A Bird’s Eye View 3 2 Playing and Learning – An Intuitive Account 5 3 Case Studies in Edutainment 6 3.1 Case Study Physikus, 1999 . . . . . . . . . . . . . . . . . . . . . 7 3.2 Case Study Brand im Hafen, 2002 . . . . . . . . . . . . . . . . 10 3.3 Case Study Genius Unternehmen Physik, 2004 . . . . . . . . 14 3.4 Case Study Genius Task Force Biologie, 2005 . . . . . . . . 18 4 Analysis and Evaluation 23 5 Summary and Conclusions 29