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Article summary:

1. This paper takes a fresh look at the Clark/Kozma debate from the perspective of 21st century new media technologies, particularly serious games.

2. Richard E. Clark has argued that serious games have little to offer that improves upon traditional methods such as lectures, and he continues to invoke his ‘vehicle’ analogy which describes the medium as simply the vehicle of delivery for instruction.

3. Richard Kozma proposed a new theory outlining the synergy between media, content, and the interaction of the learner with that environment, but there remains no conclusive evidence that any one medium is more effective than any other.

Article analysis:

This article provides an overview of the Clark-Kozma debate in relation to 21st century new media technologies and serious games in particular. The author does a good job of summarizing both sides of the debate and providing some insight into how digital games form a distinct medium that can not easily be lumped in with other educational technologies. However, there are some potential biases present in this article which should be noted.

First, it appears that the author is biased towards Kozma's argument as they spend more time discussing his views than those of Clark's. Additionally, while they do mention some research conducted by Clark before 2000, they do not provide any evidence or sources for their claims about his views on serious games or his 'vehicle' analogy. Furthermore, while they do mention counterarguments to Kozma's theory, they do not explore them in depth or provide any evidence for why these arguments may be valid or invalid.

Finally, while this article does provide some recommendations for when and how games can be used effectively in formal contexts, it does not discuss any potential risks associated with using digital games in education or present both sides equally when discussing their effectiveness compared to traditional methods such as lectures.