Civic Play and Civic Gaps
Can Life Simulation Games Advance Educational Equity
Datos Bibliográficos
| ID | 12972280 |
|---|---|
| Autores | Christine M Bachen, Pedro F Hernández-Ramos, Chad Raphael (0000-0001-6331-1744, North-West State Technical University, autor de correspondencia), Amanda Waldron |
| Año | 2015 |
| Volumen | 12 |
| Número | 4 |
| Páginas | 378-395 |
| Fecha de publicación | 2015-10-02 |
| Peer Reviewed | Sí |
| Open Access | No |
| Tipo | ARTICLE |
| Revista | Journal of Information Technology & Politics (JOURNAL) |
| Identificadores de la revista | ISSN: 1933-169X • E-ISSN: 1933-1681 |
| Editorial | Routledge (PUBLISHER • GB) |
| DOI | 10.1080/19331681.2015.1101038 |
| OpenAlex | W2271560426 |
| Idioma | EN |
| Citas recibidas | 8 |
| Referencias citadas | 39 |
Digital games and simulations (DG&S) could help mitigate inequities in civic education and participation, which are found in many contemporary democracies. Yet incorporating DG&S into the curriculum may reinforce or introduce inequities for students who are less engaged by game-based learning. A quasi-experimental study of 301 U.S. high school students in social studies classes examined whether prior academic performance, civic engagement, civic game play experience and gender affected how (and which) students benefit from playing a life simulation game. Dependent variables included several civic dispositions: justice-oriented citizenship norms and interest in politics, news, and global issues. The simulation game especially enhanced political interest among lower performing students and those with fewer informational resources. Although prior civic activity and civic gaming experience provided advantages for some outcomes, for the most part, gender did not. We conclude that life simulation games have the potential to advance both equity and excellence in civic education, engaging males and females, and advantaged and disadvantaged students, and we theorize about the reasons why
Citizenship · Civic engagement · Civics · Curriculum · Disadvantaged · Equity (law · Excellence · Pedagogy · Political science · Politics · Public relations · Sociology · Educational Games and Gamification · Educator Training and Historical Pedagogy · Innovative Teaching Methodologies in Social Sciences · Psychology · Social Psychology
AI literacy as civic literacy
Gaining tolerance of immigrants through simulating migratory experiences
Can we work it out? Affordances and constraints for cultivating perspective‐taking in digital contexts
How Could Social Robots Support Societal Participation? Findings from Five Design Workshops with Young People
Order in the Court
Does political value diversity in class facilitate an open classroom climate? evidence from linguistic minority schools and majority schools in Finland
Does Scientific Evaluation Matter? Improving Digital Simulation Games by Design-Based Research
Social studies curriculum in an era of state-restricted civic participation
What Americans know about politics and why it matters
The Unheavenly Chorus
Scaffolding game-based learning
Information and Expression in a Digital Age
Digital Game-Based Learning in high school Computer Science education
Motivation and Self-Regulated Learning
Games for Learning
Gender and Computer Games
Focusing new teachers on diversity and equity
Women Stay Local, Men Go National and Global? Gender Differences in Political Interest
Detracking America's schools
Political Internet games
Community Service and Political Identity Development in Adolescence
What Kind of Citizen? The Politics of Educating for Democracy
Developing Citizens
Political Knowledge Over Time and Across Generations
Civic Engagement, Interpersonal Trust, and Television Use
Building Social Capital in Young People
Henry Jenkins (2006), Confronting the Challenges of Participatory Culture
Games for Civic Learning
| Obras citantes distintas | 8 |
|---|---|
| Citas por año | 1,33 |
| Intervalo de citas | 2020 - 2026 (7) |
| Velocidad de citación | current |
| Altamente citado | No |
| Tipos de cita | Neutras: 7 |