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Embracing Video Games for Strategic Thinking, Collaboration, and Communication Skills Practice

Embracing Video Games for Strategic Thinking, Collaboration, and Communication Skills Practice

Katherine Joan Evelyn Hewett
ISBN13: 9781668445150|ISBN10: 1668445158|EISBN13: 9781668445167
DOI: 10.4018/978-1-6684-4515-0.ch017
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MLA

Hewett, Katherine Joan Evelyn. "Embracing Video Games for Strategic Thinking, Collaboration, and Communication Skills Practice." Research Anthology on Fandoms, Online Social Communities, and Pop Culture, edited by Information Resources Management Association, IGI Global, 2022, pp. 296-314. https://doi.org/10.4018/978-1-6684-4515-0.ch017

APA

Hewett, K. J. (2022). Embracing Video Games for Strategic Thinking, Collaboration, and Communication Skills Practice. In I. Management Association (Ed.), Research Anthology on Fandoms, Online Social Communities, and Pop Culture (pp. 296-314). IGI Global. https://doi.org/10.4018/978-1-6684-4515-0.ch017

Chicago

Hewett, Katherine Joan Evelyn. "Embracing Video Games for Strategic Thinking, Collaboration, and Communication Skills Practice." In Research Anthology on Fandoms, Online Social Communities, and Pop Culture, edited by Information Resources Management Association, 296-314. Hershey, PA: IGI Global, 2022. https://doi.org/10.4018/978-1-6684-4515-0.ch017

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Abstract

According to the Entertainment Software Association (ESA) report, 70% of families have a child who is actively playing video games at home. This pop culture phenomenon has challenged the way teachers think about learning and engagement. This chapter explores how the nature, culture, design, mechanics, and logistics of video games shape the way classroom gamers think. It examines how video games provide a space for strategic practice, the 21st-century skills acquired, and the tools gamers use as experts. Presenting background and context to help better understand why and how video game environments develop strategic thinking, the purpose of this chapter is to encourage educators to embrace video games to harness pop culture experiences as a means to motivate students to develop 21st-century literacy practices and skills. Through the reflections and framework of a teacher's experience who is an active researcher, it also discusses how a popular mainstream video game in the classroom changed her teaching and opened her eyes to a new type of learner.

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