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"Click, You're It!": The Role of Gaming in the K-12 Educational Setting
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DOI: 10.4018/978-1-61520-781-7.ch019
ISBN13: 9781615207817
ISBN10: 1615207813
EISBN13: 9781615207824
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Author(s): Karen Kellison (James Madison University, USA); George Font (James Madison University, USA)
Pages: 278-292 pp.
Source Title: Design and Implementation of Educational Games: Theoretical and Practical Perspectives
Source Author(s)/Editor(s): Pavel Zemliansky (James Madison University, USA); Diane Wilcox (James Madison University, USA)
Copyright: 2010
Purchase On-Demand (Pay-Per-View) Access
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AbstractVideo games are serious work for today’s students. 93% of the K-12 population plays video games on a regular basis. Educators are now pressed to determine the appropriate integration of this technology into the pedagogy of K-12 classrooms. Research indicates that there are positive effects from playing serious video games, those that aim to teach something. Students are motivated and engaged during such game play. Some speculate that players are using and developing cognitive brain capabilities that have been dormant. The question is whether or not these games, if adequately designed, will teach more than just the skill of playing the game. This chapter takes a look at the evolution of play and games in K-12 education and then seeks to define serious computer games in terms of positive design elements and integration techniques for K-12 classrooms. In conclusion, a research agenda that moves educational gaming forward is explored.
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