Designing Centers of Expertise for Academic Learning Through Video Games
Bibliographic Data
| ID | 4255090 |
|---|---|
| Authors | Kurt Squire (0000-0003-0465-7010, University of Wisconsin–Madison), Kurt D Squire, Ben Devane (0000-0002-7000-2867, University of Wisconsin–Madison), Shree Durga (University of Wisconsin–Madison) |
| Year | 2008 |
| Volume | 47 |
| Issue | 3 |
| Pages | 240-251 |
| Publication date | 2008-07-11 |
| Open Access | No |
| Type | ARTICLE |
| Venue | Theory Into Practice (JOURNAL) |
| Journal identifiers | ISSN: 0040-5841 • E-ISSN: 1527-2532 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/00405840802153973 |
| OpenAlex | W1972769536 |
| Language | EN |
| Citations received | 18 |
| References cited | 7 |
Schools appear to be facing a crisis of engaging secondary students in meaningful learning. Many are recognizing that the learning principles embodied in computer and video games reflect the best theories of cognition, yet are underutilized as an educational resource. This article suggests an alternative model for game-based learning outside of schools. Drawing on case studies of youth participating in a year-long program, it describes an approach to bridging learners' identities in and out of school through historical simulation computer games situated within a community of practice of game experts. Participants developed both academic skills and productive identities as consumers and producers of information through these cases. We propose a model of centers of expertise, learning programs that seek to foster and develop new media literacies with pay off in schools and that lead to new identities outside of school as well
Bridging (networking · Embodied cognition · Mathematics education · Multimedia · Pedagogy · Situated · Situated cognition · Sociology · Video game · Computer Science · Digital Games and Media · Educational Games and Gamification · Psychology · Teaching and Learning Programming
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Learning to play games or playing games to learn? A health education case study with Soweto teenagers
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Secondary and High School Teachers’ Perceptions Regarding Computer Games with Educational Features in Turkey
Teaching Social Studies with Video Games
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Assassin’s Creed reminds us that history is human experience”
Gaming History
| Citations per year | 1.06 |
|---|---|
| Citation span | 2009 - 2024 (16) |
| Highly cited | No |