Teaching 21st Century Skills through Educational Video Games
Karla Kingsley, University of New Mexico, United States
Global Learn, in Online, Publisher: Association for the Advancement of Computing in Education (AACE)
This paper has two primary purposes. The first is to describe a framework for teachers and teacher educators for utilizing electronic games to cultivate the 21st century skills required for full participation in a global, networked society. Increasingly, life in the 21st century requires proficiency with the technological tools needed to pose and solve problems creatively and collaboratively, to create, critique, and evaluate multimedia texts, and to enact principles of best practices in the classroom. Thoughtful incorporation of well-designed video games for teaching and learning has implications for how knowledge is understood, approached, generated, and evaluated (Lankshear & Knobel, 2006). A second aim of the paper is to provide a roadmap of sorts for educators to locate reliable, up-to-date information about games for educative purposes, including criteria for selecting age-appropriate games, understanding the rating systems for games, and developing a clear sense of the applicability of digital games for a particular learning context.
Kingsley, K. (2012). Teaching 21st Century Skills through Educational Video Games. In Proceedings of Global Learn 2012: Global Conference on Learning and Technology (pp. 176-181). Online,: Association for the Advancement of Computing in Education (AACE).
© 2012 Association for the Advancement of Computing in Education (AACE)
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