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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorJeuring, J.T.
dc.contributor.advisorPronost, N.G.
dc.contributor.authorRooij, Rick van
dc.date.accessioned2013-04-02T17:01:53Z
dc.date.available2013-04-02
dc.date.available2013-04-02T17:01:53Z
dc.date.issued2013
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/12896
dc.description.abstractOver the last few years educative games have been on a rise. They have been shown to improve insight, involvement (Marino and Hayes, 2012), engagement in the subject (Wilson et al, 2009) scientific discourse, reasoning and inquiry (Barab et al. 2007). They have been used in schools with success and good results (Ketelhut, 2007). However recent studies show that in spite of this potential games are often misused and are hard to integrate in the instructional environment. Often it is not clear what a game contributes to a students learning or how it should be used because of a lack of learning objectives and outcomes. (Young et al, 2012, Marino et al, 2011). In this thesis I propose a method that provides and clearly states these learning objectives allowing for a better assessment of the contribution it can offer to the existing instructional environment. To do this I combine the widely used design model ADDIE with the instructional design method 10 steps to complex learning by Merriënboer (Merriënboer, 2007). This method is then applied in creating the educational game Moth as a proof-of-concept
dc.description.sponsorshipUtrecht University
dc.language.isoen
dc.titleThe 5/10 Method: A method for designing educational games
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.keywordsGame Design, Educational Games, ADDIE, Instructional Design, Merriënboer, Serious Games, Teaching Method
dc.subject.courseuuGame and Media Technology


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