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A Policy Game in a Virtual World

A Policy Game in a Virtual World
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Author(s): Martha Garcia-Murillo (Syracuse University, USA)and Ian MacInnes (Syracuse University, USA)
Copyright: 2009
Pages: 19
Source title: Handbook of Research on Effective Electronic Gaming in Education
Source Author(s)/Editor(s): Richard E. Ferdig (Research Center for Educational Technology - Kent State University, USA)
DOI: 10.4018/978-1-59904-808-6.ch028

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Abstract

Advances in computing and telecommunications make it possible to take advantage of immersive electronic environments to deliver content. In this chapter we present a policy game to be used in a virtual world. The benefits of this tool are examined using Gee’s learning principles. From this analysis we find that games in virtual worlds enable reflective exploration that helps participants learn from their mistakes. Learning takes place from the content conveyed through the game and through the multimedia immersion that allows students to learn the nuances of these virtual contexts. Because there are no realworld consequences, participants can take risks, provide or receive help from other students, and most importantly, apply this knowledge to a real-world situation. Recommendations are provided to educators to help them exploit the great potential of games while being prepared for the obstacles they will face.

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