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Civic Play and Civic Gaps

Can Life Simulation Games Advance Educational Equity

Datos Bibliográficos

ID12972280
AutoresChristine M Bachen, Pedro F Hernández-Ramos, Chad Raphael (0000-0001-6331-1744, North-West State Technical University, autor de correspondencia), Amanda Waldron
Año2015
Volumen12
Número4
Páginas378-395
Fecha de publicación2015-10-02
Peer ReviewedSí
Open AccessNo
TipoARTICLE
RevistaJournal of Information Technology & Politics (JOURNAL)
Identificadores de la revistaISSN: 1933-169X • E-ISSN: 1933-1681
EditorialRoutledge (PUBLISHER • GB)
DOI10.1080/19331681.2015.1101038
OpenAlexW2271560426
IdiomaEN
Citas recibidas8
Referencias citadas39

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

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Obras citantes distintas8
Citas por año1,33
Intervalo de citas2020 - 2026 (7)
Velocidad de citacióncurrent
Altamente citadoNo
Tipos de citaNeutras: 7
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