Virtual violence in the classroom? Video games and ludic pedagogy as resources for the teaching of History at secondary school level
Pedagogía, vol. 46 (2013)
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Keywords

curricular innovation
games in teaching
teacher research
teaching History
video games in education

How to Cite

Seale-Collazo, J. (2013). Virtual violence in the classroom? Video games and ludic pedagogy as resources for the teaching of History at secondary school level. Revista De Educación De Puerto Rico (REduca), 46(1), 40–65. Retrieved from https://revistas.upr.edu/index.php/educacion/article/view/16415

Abstract

Video and computer games are a part of the upbringing of contemporary students, and a growing academic literature attests to their educational potential. Based on three University of Puerto Rico student teachers‘ use of video games in their practicum experiences in History at the UPR High School, ninth grade students answered a questionnaire and participated in focus groups. Analysis of these data reveals video games‘ limitations and possibilities as pedagogical resources. The time investment required to integrate two particular games into the curriculum, together with ethical issues involving violent content, were weighed against the curricular benefits of each use. Further study of these resources is called for, since research into this type of innovation may impact institutional openness to similar future curricular innovations.

How to cite:
Seale-Collazo, J. (2013). ¿Violencia virtual en el salón? Los videojuegos y la pedagogía lúdica como recursos para la enseñanza de la Historia a nivel secundario. Pedagogía, 46(1), 40-65. Retrieved from https://revistas.upr.edu/index.php/educacion/article/view/16415

PDF (Español (España))

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