Video Games and Education: The Possibility of a Critical Approach
Type of Presentation
Individual presentation
Brief Description of Presentation
This presentation focuses on four of the main strands of scholarly gaming research. Gamification, edutainment, serious games and critical gaming pedagogy will be reviewed from a critical perspective. For each strand, gameplay or screenshot will be displayed to visually anchor their features. Critical gaming pedagogy will then be further analyzed and a need for a more specific critical video gaming pedagogy will be exposed and discussed.
Abstract of Proposal
Video games have become a global phenomena with million of children around the world spending numerous hours in front of their screens, engaged in ways many teachers sometimes can only imagine. With the growing number of gamers in the USA alone, the video game industry has become a scholarly research field. My presentation will review four of the main lenses and labels scholars use to analyze video games, to understand them and to develop games for educational purposes (gamification, edutainment, serious games and critical gaming pedagogy). I will then further analyze critical gaming pedagogy and establish a need for a more specific critical video gaming pedagogy.
Location
Coastal Georgia Center
Start Date
3-26-2016 9:50 AM
End Date
3-26-2016 11:20 AM
Recommended Citation
Kout, Yacine, "Video Games and Education: The Possibility of a Critical Approach" (2016). International Critical Media Literacy Conference. 28.
https://digitalcommons.georgiasouthern.edu/criticalmedialiteracy/2016/2016/28
Video Games and Education: The Possibility of a Critical Approach
Coastal Georgia Center
Video games have become a global phenomena with million of children around the world spending numerous hours in front of their screens, engaged in ways many teachers sometimes can only imagine. With the growing number of gamers in the USA alone, the video game industry has become a scholarly research field. My presentation will review four of the main lenses and labels scholars use to analyze video games, to understand them and to develop games for educational purposes (gamification, edutainment, serious games and critical gaming pedagogy). I will then further analyze critical gaming pedagogy and establish a need for a more specific critical video gaming pedagogy.