Video Game-Based Learning: An Emerging Paradigm for Instruction
Kurt D. Squire
Performance Improvement Quarterly Volume 26, Number 1, ISSN 0898-5952
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming embody these features and point to a future paradigm for eLearning. Building on interviews with leading designers of serious games, this article presents case studies of three organizations building serious games, coming from different perspectives but arriving at similar conclusions. This article argues that such games challenge us to rethink the role of information, tools, and aesthetics in a digital age. (Contains 1 table, 7 figures and 5 notes.) [Originally published in "Performance Improvement Quarterly," v21 (2) 2008.]
Squire, K.D. (2013). Video Game-Based Learning: An Emerging Paradigm for Instruction. Performance Improvement Quarterly, 26(1), 101-130. Retrieved April 1, 2023 from https://www.learntechlib.org/p/113514/.
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Using Minecraft to Encourage Critical Engagement of Geography Concepts
Jonathan List, The University of Akron, United States; Brent Bryant, Northern Potter School District, United States
Society for Information Technology & Teacher Education International Conference 2014 (Mar 17, 2014) pp. 2384–2388
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