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(Self-) Educational Effects of Computer Gaming Cultures

(Self-) Educational Effects of Computer Gaming Cultures
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Author(s): Johannes Fromme (University of Magdeburg, Germany), Benjamin Jörissen (University of Magdeburg, Germany)and Alexander Unger (University of Magdeburg, Germany)
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.ch043

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Abstract

The goal of this chapter is to emphasize a certain notion of self-induced education, to discuss it in the context of digital games and to provide the means for assessing digital games as well as to give hints on their educational use. In the first section, the concept of “self-education” is introduced and distinguished against less complex learning phenomena. The second section discusses and analyses the different layers of “educational space” inherent to gaming software, providing the analytical means for the further sections. The third section presents and analyses educational aspects of single-player games, while the fourth section adds the socio-cultural impacts implied in multi-player communities. In conclusion, a synopsis is given, which sums up the main educational dimensions and connects them to aspects and analytical criteria, allowing a pedagogical assessment of digital games.

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