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  • Evoking E-LearningA study on Post-Graduate participants learning experience of the online game, Urgent Evoke.   [CCE 2013]
  • Author(s)
  • P. Midgley, M. Louw, L. Louw
  • ABSTRACT
  • This paper examines the learning effects of the online game, Urgent Evoke which was run during 2010. It follows the usage of the different ‘powers’ by a group of Post-graduate students at Rhodes University, Grahamstown, South Africa, participating in the online game Urgent Evoke. The game Urgent Evoke sets out a number of ‘powers’ that it believes that the players of the game will use in order to successfully complete the game. This study examines to what degree each of the ‘powers’ were used and poses some theories as to why some of the ‘powers’ were more often used than others.
  • KEYWORDS
  • E-Learning; Urgent Evoke; Educational Games
  • References
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    [2]
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    [3]
    MORENO-GER, P., SIERRA-RODRIGUEZ, J., and FERNANDEZ-MANJON, B. 2008. ‘Game Based Learning in e-Learning Environments.’ CEPIS Upgrade. 9 (3): 15 – 20.
    [4]
    TORRENTE, J., MORENO-GER, P., MARTINEZ-ORTIZ, I., and FERNANDEZ-MANJON, B. 2009. ‘Integration and Deployment of Educational Games in e-Learning Environments: The Learning Object Model Meets Educational Gaming.’ Educational Technology & Society. 12 (4): 359–371.
    [5]
    URGENT EVOKE. 2010. Evoke Powers. [Online] Available:
    http://www.urgentevoke.com/page/about-powers [Accessed on 28 November 2010]
    [6]
    WIDEMAN, H., OWSTON, R., BROWN, C., KUSHNIRUK, A., HO, F., and PITTS, K. 2007. ‘Unpacking the potential of educational gaming: A new tool for gaming.’ Simulation & Gaming. 38 (1): 10 – 30.
    [7]
    WORLD BANK INSTITUTE. 2010. Evoke. Unpublished Evoke Africa Description. Johannesburg: World Bank Institute.

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