How can video games create authentic learning
opportunities in school?
Literature Review:
Arnseth, H. (Dec. 2006). Learning to Play or Playing
to Learn – A Critical Account of the Models
of Communication Informing Educational Research on Computer Gameplay. Game
Studies, 76:1. Retrieved from http://gamestudies.org/0601/articles/arnseth
Frossard, F., Barajas, M., & Trifonova, A.
(2012). A Learner-Centred Game-Design Approach: Impacts on Teachers' Creativity. Digital Education Review, (21), 13-22.
Gee, J. (n.d.). Why are video games good for
learning?. Informally published manuscript, Department
of Curriculum and Instruction, University of Wisconsin - Madison, Madison, WI.
Lunce, L. (2006). Simulations: Bringing the Benefits
of Situated Learning to the Traditional Classroom.
Journal of Applied Educational
Technology, 3:1. Retrieved from http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.93.8969
Simpson, E., & Clem, F. A. (2008). Video Games
in the Middle School Classroom. Middle School Journal, 39(4), 4-11.
Skogen, R. (2012). The Boy Who Learned to Read through
Sustained Video Game Play: Considering Systematic
Resistance to the use of –New Tests- in the Classroom. Journal of Unschooling &
Alternative Learning, 6(12), 53-81.
Excellent! Be sure to beginning your Literature review by defining and describing what your mean by "authentic learning opportunities" Then look for two or three ways video games provide students with those kinds of opportunities.
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