Pedagogy in Commercial Video Games

DSpace/Manakin Repository

Show simple item record Becker, Katrin eng 2008-08-14T17:52:29Z en_US 2015-06-24T22:40:33Z 2008-08-14T17:52:29Z en_US 2015-06-24T22:40:33Z 2006 en_US
dc.identifier.citation Katrin Becker, Pedagogy in Commercial Video Games, in Games and Simulations in Online Learning: Research and Development Frameworks, Information Science Publishing edited by David Gibson, Clark Aldrich and Marc Prensky 2006 (Ch. 2 p.21-47). eng
dc.identifier.uri en_US
dc.description.abstract Books, film, television, and indeed every other medium that came before them has been used and sometimes studied as media for the delivery of instruction. Outstanding examples of each medium have been applied to educative purposes with enduring results. Digital games are now also receiving attention in this context. A first step to gaining an understanding for just how a particular medium can be used in education is to study the outstanding examples, regardless of their original purpose. This chapter examines numerous well-known and commercially successful games through the lens of several known and accepted learning theories and styles, using the premise that “good” games already embody sound pedagogy in their designs even if the incorporation of those theories was not deliberate.
dc.language.iso eng eng
dc.publisher Information Science Publishing/IGI Publishing eng
dc.subject Game design
dc.subject Games for learning
dc.subject Game studies
dc.subject.lcsh Video games
dc.subject.lcsh Computer science
dc.title Pedagogy in Commercial Video Games eng
dc.type Book chapter eng Edited.RP
dc.publisher.corporate University of Calgary eng
dc.publisher.faculty Science eng
dc.publisher.url eng
dc.publisher.collection Computer Science eng
dc.description.refereed Yes eng

Files in this item

This item appears in the following Collection(s)

Show simple item record

Search DSpace

Advanced Search


My Account