Chapter 4. Commercial Off-The-Shelf Games (COTS)
While there appears to be a gradually growing acceptance of the use of games for learning, this acceptance is largely focused on games designed specifically for learning, in other words, serious games where the educational purpose of the game is explicit and was likely part of the design goals right from the start. When it comes to using COTS games in the classroom, acceptance is still often replaced with skepticism.
Whether a game is intended for use in formal education (K-==, and Higher Ed, higher education, preschool.), in corporate training, or other professional development, the context and activities surrounding the game are key in reaping whatever potential benefits a particular game may offer. Using a COTS game in a formal learning context is, in most cases, analogous to an “off-label” use. We use them knowing that this is not what they were designed for and so we must accept that the efficacy of these games will inevitably come from a well-matched pairing of learning design outside of the game and directed or goal-oriented play within the game.
The aim of this chapter is to discuss the opportunities and challenges involved in the use of COTS games to help Educators achieve this pairing between COTS and the classroom.
- Introduction
- Digital Games are Special
- Fitness for Purpose
- Games for Content
- Games as Literature
- Some Examples