As part of an ongoing academic research project, we are looking for examples of where "pure" computer and video games have been "used" in school classrooms or other formal education settings. For example, the use of Sim City to illustrate economics, decision making or urban planning; Civilisation III to teach social and historical studies; or Super Monkey Ball to demonstrate the principles of velocity, acceleration, friction and gravity.
To define:
"pure" - games for the PC, Xbox, GameCube and Playstation series that are designed and marketed as games, and not as educational or edutainment products.
"used" - actively used as part of some subject-based learning process. We are not looking at the use of games as a "reward for good behaviour", "familiarisation with information technology" or other non subject-based activity.
If you are a librarian, teacher, lecturer or other educator who has used such a game in this context, we would be most interested to hear of the details (and compare with similar experiences). Please contact us on [log in to unmask]
Regards and thanks,
John Kirriemuir
http://www.ceangal.com/games/
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