Video games and learning: Teaching and participatory culture in the digital age

Video games and learning: Teaching and participatory culture in the digital age
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视频游戏和学习:数字时代的教学和参与文化

DOI:
10.1002/sce.21020
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发表时间:
2012
期刊:
影响因子:
4.3
通讯作者:
A. Lu
A. Lu
中科院分区:
教育学1区
文献类型:
--
作者:
A. Lu

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In Video Games and Learning, Dr. Kurt Squire describes from personal experience numerous video games and the relationships they have created with learners. Squire's extensive knowledge and accomplishments permeate through his extensive examples of various games and their impact on social interactions, communities of learning, and culture. Dr. Kurt Squire is an associate professor at University of Wisconsin-Madison, and Director of the Games, Learning and Society Initiative. He is acknowledged as a leading expert in the utility of games for educational purposes. Video Games and Learning is composed primarily of chronological journal entries of Squire's extensive studies and experiences in the planning , development, assessment, participation and integration of games for learning purposes. Squire begins with the question – why study video games? Squire takes the position that studying games can contribute enormously in the educational pursuit of reaching the digital age student. Squire agrees that games have a unique potential of teaching and learning unlike any other medium. Squire believes that play enables the intellectual and social growth of the participant over the long term and permeates into his or her learning repertoire. He believes that content, overlapping goals, continuous problem solving, social interactions and gaming cultures are critical aspects of learning through games. Squire proclaims that " any time that we turn a child off to learning rather than awakening their intellectual curiosity, we've failed " (Squire, 2011, pg. 15). According to Squire, the ability to identify and develop a good educational game is vital if a student is to remain engaged, excited, in