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This case study explores the affordances of two popular educational mobile-games for learning using the Game Network Analysis (GaNA), a methodological process designed to assist teachers in the analysis and integration of digital games in learning contexts (Foster, 2012). Two graduate students qualitatively analyzed and rated Monster Physics and Math Ninja on a 3-point agreement scale using a GaNA descriptive guide for categories involving the technological-pedagogical-content dimensions and opportunities for inquiry-communication-construction-expression. Monster Physics integrated content inquiry and application of Physics concepts that could be individualized to learner interests and competence. Math Ninja primarily afforded randomized practice of basic mathematical problems with a drill and practice form of inquiry. Implications for game analysis are discussed for researchers and teachers.
Aroutis Nathaniel Foster, Drexel University
Mamta Shah, Drexel University
Kevin Gross, Drexel University
Madhur Parihar, Drexel University