Classifying and Evaluating Computer Games to Explore their Potential Use in Landscape Architecture Education
Computer games have been used for educational and training purposes for over a decade. Examining these games to distinguish their beneficial didactic and pedagogic potential is important for determining the possibilities for their application in design education. Studies on classifying computer games have assisted educators in identifying their potential utilization areas and have guided educators through adaptation processes. Until 2008, computer games were classified based on their purposes or their application areas, however in 2008, Sawyer and Smith introduced a new comprehensive system that classifies computer games by considering both criteria. The following year, Foster and Mishra (2009) suggested evaluating computer games according to their contribution to skills and motivation. Most recently, Djaouti et al. (2011) developed another classification system that considers interactions between games and players. Although these classification models help considerably to identify the general educational potential of computer games, they do not necessarily provide specific information for application to landscape architecture educational models. This paper introduces an evaluation system that is developed to help identifying educational potential and opportunities of computer games for use in landscape architecture education. The evaluation system used reviews computer games according to their visual and technical qualities, and also according to their contribution to skill development. As part of our research, we also applied the developed evaluation system to 60 landscape related computer games to identify game genres with pedagogic potential specific to landscape architecture education. Our findings indicate that Simcity4, Leafsnap, Build a Prairie, Thisissand, ASPIS Sustainable, and UWB Wetlands Restoration games can be used in landscape architecture education without any modification, while Minecraft needs to be modified according to the curriculum. We suggest modifying the Minecraft game for use in facilitating and leveraging the learning of landscape grading and construction materials topics and developing tailored educational games for landscape architecture by utilizing game engines. EAR Volume 34, 2016 Edinburgh Architectural Research Journal The Edinburgh School of Architecture and Landscape Architecture