We are creating an educational video game (EVG) database for university faculty and industry instructors to help them find educationally valuable video games to use in their curriculum. In recent years, EVGs have become an increasingly used tool within higher education curriculum due to their potential for improving engagement and supporting active educational engagement. Our study defines EVGs as video games designed to help people understand concepts and learn domain knowledge. We have two research questions we seek to answer during the development of the database. Firstly, what patterns, trends, and gaps are found within the landscape of EVGs? Secondly, what characteristics do higher education instructors want in this database to help them find EVGs? This question allows the database to become a beneficial tool by filling the practical needs of academic faculty. Factors such as teaching style and communication take priority when gauging effectiveness, but most important are the tools the instructor selects for their course. The database created will be a collection of EVGs commonly found within university curriculum and workforce training programs to extend accessibility through ease of navigation. Creating this database has included an extensive sorting process, beginning with publishers of educational video games and cataloging specific information such as URLs for the respective publisher, the EVG’s given platform, the subject matter covered, and the total game time. So far, the collection includes a selection of 1,545 EVGs from 76 publishers. Of the 1,545 currently accounted for, 120 meet the requirements for higher education. We expect this number to grow significantly before presenting our work in progress. As more EVGs are used within curriculum, the creation of a useful EVG database will serve as an important resource—a tool for bolstering educational efficiency and access to resources for faculty and instructors.
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