IRMA-International.org: Creator of Knowledge
Information Resources Management Association
Advancing the Concepts & Practices of Information Resources Management in Modern Organizations

Case Study of Game-Based Learning in a Citizenship Education K-12 Classroom: Opportunities and Challenges

Case Study of Game-Based Learning in a Citizenship Education K-12 Classroom: Opportunities and Challenges
View Sample PDF
Author(s): Venus Olla (University of Nottingham, UK)
Copyright: 2014
Pages: 11
Source title: K-12 Education: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-4666-4502-8.ch052

Purchase

View Case Study of Game-Based Learning in a Citizenship Education K-12 Classroom: Opportunities and Challenges on the publisher's website for pricing and purchasing information.

Abstract

This chapter focuses on a case study that involves the incorporation of ICT in particular gaming technology into the subject area of Citizenship Education (CE), a non-traditional ICT focused subject. The case study is within the context of a K-12 classroom and it explores the processes in which a classroom teacher may have to navigate to be able to use innovative ICT within their classroom. The case highlights the main issues as relating to pedagogical and institutional considerations.

Related Content

Pamela Segura. © 2024. 9 pages.
Carolyn M. Lane, Patricia E. Lane. © 2024. 19 pages.
Nicolas A. Kennedy, Erin O'Connor Marsano. © 2024. 21 pages.
Elbert Hawkins III. © 2024. 22 pages.
Matthew D. Rice. © 2024. 26 pages.
Jason Ross Brown. © 2024. 24 pages.
Altagracia Montilla. © 2024. 9 pages.
Body Bottom