Case Study of Game-Based Learning in a Citizenship Education K-12 Classroom: Opportunities and Challenges

Venus Olla (University of Nottingham, UK)
Copyright: © 2012 |Pages: 169
EISBN13: 9781466616905|DOI: 10.4018/978-1-61350-492-5.ch026
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This chapter focuses on a case study that involves the incorporation of ICT in particular gaming technology into the subject area of Citizenship Education (CE), a non-traditional ICT focused subject. The case study is within the context of a K-12 classroom and it explores the processes in which a classroom teacher may have to navigate to be able to use innovative ICT within their classroom. The case highlights the main issues as relating to pedagogical and institutional considerations.
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