Bachelor of Arts (B.A.)
This project examines what the literature has to say about the benefits found for K-12 students within good videogames. Educational disengagement has become a crisis and, in response, new innovate approaches to education are arising. Play is a powerful method of learning outside of schools; indeed, most psychologists agree that play is a crucial method through which children test ideas, develop new skills, and participate in new social roles. Presently, students live in a postindustrial, technology-rich world; and have access to new sets of digital tools that can be harnessed for education. Videogames off the possibility of combing play with these new digital tools to create opportunities to increase engagement and even suggest ways to develop better curriculum in schools. The project itself entails writing finished manuscript and beginning the process of getting that manuscript published.
Archuleta, Kevin, "Situated learning in gaming : what makes gaming so educationally promising" (2011). Capstone Projects (Campus-Only Access). 372.