The Sims Go to College: Video Games in Higher Education PROCEEDINGS
Mary Dziorny, Univ of North Texas, United States
Society for Information Technology & Teacher Education International Conference, in Orlando, Florida, USA ISBN 978-1-880094-58-7 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
The debate over using video games to teach and learn is growing as more educators look for better and more motivating ways to teach their students. Many students are no longer content to learn for learning's sake. They want learning to be fun and engaging. To that end, Digital Game Based (DGL) learning could prove to be a valuable asset in the educator's toolbox. This paper begins by discussing DGL including providing a working definition. Advantages and disadvantages of DGL are also presented. The paper concludes by discussing the use of commercially available games to teach various concepts in the classroom.
Dziorny, M. (2006). The Sims Go to College: Video Games in Higher Education. In C. Crawford, R. Carlsen, K. McFerrin, J. Price, R. Weber & D. Willis (Eds.), Proceedings of SITE 2006--Society for Information Technology & Teacher Education International Conference (pp. 1362-1366). Orlando, Florida, USA: Association for the Advancement of Computing in Education (AACE). Retrieved October 21, 2018 from https://www.learntechlib.org/primary/p/22250/.
© 2006 Association for the Advancement of Computing in Education (AACE)
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