Changing the game: What happens when video games enter the classroom
K. Squire.
Innovate: journal of online education (2005)

Kurt Squire criticizes the current organization of schools based on his experiences using Civilization III in a high school history classroom. Squire's case study reveals that Civilization III appeals particularly to those students for whom a traditional education is simply not working. Students who do well in the classroom, however, are more reluctant to view gaming as a legitimate learning tool and experience much more frustration when playing the game. Squire looks to the hierarchical organization of the classroom as the reason behind this perhaps suprising result. He outlines the benefits of and obstacles to widespread game implementation, pointing out the failures of the traditional secondary curriculum and detailing improvements that would organize school culture around learning rather than social control.
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