Leveraging the Social Aspect of Educational Games
ARTICLE
Osvaldo Jiménez
Theory Into Practice Volume 54, Number 2, ISSN 0040-5841
Abstract
With games captivating the minds of many children in the United States, educators may be interested in trying to introduce games into their classrooms. This article offers educators insights into how to understand and incorporate games that are inherently social, promoting effective discourse in their classrooms. Although educational games and more generally educational technology are largely seen as being designed for individuals, tools exist that are designed for group play that can spark both peer-group and intergenerational play and discussion. Games that promote conversation and cooperation allow children to develop social skills, build community, and practice various modes of mentorship. Knowing about both the history and the research concerning how social games can be used helps educators critically analyze the effective use of games in the classroom and augment students learning of difficult concepts.
Citation
Jiménez, O. (2015). Leveraging the Social Aspect of Educational Games. Theory Into Practice, 54(2), 101-108. Retrieved August 10, 2024 from https://www.learntechlib.org/p/161237/.
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Keywords
Cited By
View References & Citations Map-
Avoiding Epic Losses: Steps for Integrating Meaningful Gamification into the Classroom
Lorraine Catherine Beaudin, University of Lethbridge, Canada
Society for Information Technology & Teacher Education International Conference 2016 (Mar 21, 2016) pp. 1828–1833
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