teaching

New entry in Digiplay games research bibliography:

In recent years, a sharp increase in the number of academic studies around the use of video games and new media for educational purposes has greatly expanded our understanding of their potential for enhancing learning. At the same time, the field of foreign language pedagogy has been racing to keep pace with the numerous opportunities afforded by the internet and interactive media forms. Surprisingly, however, there has been little cross-over between the two bodies of academic literature. This site seeks to present many of the latest theories in game studies and new media literacies alongside theories of language learning. Numerous examples are presented of how video games and web applications such as The Sims 2, Grim Fandango, Google Earth, Social Networking, DVD functionality and others could shift the way we approach language learning.

New entry in Digiplay games research bibliography:

In this paper, we begin by discussing some of the statistics that reveal electronic gaming’s place as a major force in today’s economy. We next discuss two of the major problems involved with the usage of video games as a tool for teaching and learning in digital media: the issues of inconsistency and complexity. Gee’s pioneering work (2004) is used to establish some principles of gaming that transcend these problems and present a unique medium with which to examine the nature of digital media and its principles and tools. We expand upon Gee’s work to suggest specific ways that video games can be used to teach digital media students about a particular subset of digital media – in this case, that of project management, and speculate as to how this might be done in several genres of gaming. We conclude with a brief case study of our experiences in working with digital media students to build a video game that was used to teach fourth graders about African-American history and the Underground Railroad.

New entry in Digiplay games research bibliography:

PURPOSE: To determine whether playing a simple CD-ROM educational game (developed specifically for children with sickle cell disease), improved children's knowledge and confidence in selected symptom management and practice. METHOD: Twenty-two eligible children completed a pretest to determine knowledge and confidence levels, played the Sickle Cell Slime-O-Rama Game, then completed an identical posttest. FINDINGS: Significant increases in knowledge (t = 2.828, p =.010) and confidence (t = 3.759, p =.001) levels between pre- and posttests were identified. CONCLUSIONS: It is promising that a simple, interacting CD-ROM game allowed children with sickle cell disease to quickly acquire knowledge about the disease and symptom management, and increased their confidence to apply this new knowledge. Results suggest the high utility of this tailored game to foster active self-management behaviors in this population.

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