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epub - Educating for a video game culture - A map for teachers and parents (2021)

  • New
epub - Educating for a video game culture - A map for teachers and parents
Human rights, democratic citizenship and interculturalism
978-92-871-9064-2
Format :
Epub
Language :
English
Type of document :
Book
Size :
775 KB
Number of pages :
62
€6.00 / 12.00 $US
Tax excluded
Video games: a complex medium whose popularity is growing extremely rapidly, posing new challenges in the education of children and young people

Children, teenagers and young people today live in a world profoundly influenced by technology and digital media. It has become almost impossible not to come into contact with mobile phones, tablets, laptops, console games and other forms of technology, whether for educational or entertainment purposes. Video games are an important aspect of this digital landscape and in recent years they have grown very rapidly in terms of popularity, relevance and complexity. Video games are fun, engaging and designed to capture players’ attention. These factors bring new opportunities but also new challenges for the education of children and young people.

This volume of the Digital Citizenship Education series aims to make teachers and parents – indeed all adults with an educational role – aware of the complexity of this medium as well as the potential risks and opportunities that come with it. This publication also aims to provide readers with some useful strategies to help them choose the most appropriate video games and to engage in meaningful dialogue with stakeholders.

Promoting a video game culture means generating a pedagogical reflection around video games: thinking about them as a cultural tool able to offer opportunities, not only to have fun, but also to think, learn and develop as a person. It also means considering the video game worthy of being the object of study and of an accurate and careful analysis of its characteristics, its mechanics and its language.
ACKNOWLEDGEMENTS 
Author 
Contributors 
SUMMARY 
INTRODUCTION TO THIS GUIDE 
THE 10 DOMAINS OF DIGITAL CITIZENSHIP 
WORLD 1 – THINGS TO KNOW ABOUT VIDEO GAMES 
Level 1.1. A multifaceted medium 
Level 1.2. A strong market 
Level 1.3. The video-gaming community 
Level 1.4. Gaming devices 
Level 1.5. “Flow” and gaming 
Level 1.6. Online stores and online services 
Level 1.7. Age and content ratings 
Level 1.8. Parental control tools 
World 1 – Things to know 
WORLD 2 – POTENTIAL RISKS OF VIDEO GAMES 
Level 2.1. Micro-transactions, in-app purchases and loot boxes 
Level 2.2. Online hate speech and video games 
Level 2.3. Violent content 
Level 2.4. Stereotypes, gender representation and attention to minorities 
Level 2.5. Video-gaming addiction 
World 2 – Potential risks 
WORLD 3 – POTENTIAL BENEFITS OF VIDEO GAMING 
Level 3.1. Characteristics of video games 
Level 3.2. Learning from video games 
Level 3.3. Using educational video games 
Level 3.4. Using video games to stimulate tangential learning 
Level 3.5. Using video games to develop critical thinking 
Level 3.6. Video games and creativity
World 3 – Potential benefits 
VIDEO GAMES MENTIONED 
REFERENCES