Access the full text.
Sign up today, get DeepDyve free for 14 days.
[This chapter explores pedagogical and logistical aspects to teaching the game by walking the reader through different steps and ways to implement the game. Certain scenarios such as how to deal with “cheaters” and those resistant to “playing games” in school are discussed. This chapter stresses the importance of the role of the teacher in putting into place the structures around the game in order to leverage learning, including exploring teachers playing a role in the game story (Digital games and learning, Continuum, London, pp. 226–251, 2011). It also encourages teacher research, or systematically collecting data to answer questions and to use these answers to further develop the curricular game. Finally, it proposes the idea that students can learn by designing, creating, and teaching their own curricular games by drawing on Papert’s (Mindstorms: children, computers, and powerful ideas, Basic Books, New York, 1980) notion of constructionism.]
Published: Oct 20, 2016
Keywords: Video Game; Game Play; Game Design; English Language Learner; Student Thinking
Read and print from thousands of top scholarly journals.
Already have an account? Log in
Bookmark this article. You can see your Bookmarks on your DeepDyve Library.
To save an article, log in first, or sign up for a DeepDyve account if you don’t already have one.
Copy and paste the desired citation format or use the link below to download a file formatted for EndNote
Access the full text.
Sign up today, get DeepDyve free for 14 days.
All DeepDyve websites use cookies to improve your online experience. They were placed on your computer when you launched this website. You can change your cookie settings through your browser.