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Autor/inFelini, Damiano
TitelMedia Education and Video Games: An Action-Research Project with Adolescents in an Out-of-school Educational Context
Quelle(2008), (14 Seiten)
PDF als Volltext kostenfreie Datei Verfügbarkeit 
Spracheenglisch
Dokumenttypgedruckt; online; Monographie
SchlagwörterVideo Games; Teaching Methods; Popular Culture; Media Literacy; Thinking Skills; Action Research; Adolescents; Computer Software; Computer Software Evaluation; Instructional Design; Technology Integration; Computer Assisted Instruction; Curriculum Development; Critical Thinking; Foreign Countries; Educational Principles; Attitudes; Youth Clubs; Educational Strategies; Educational Games; Learning Activities; Instructional Materials; Production Techniques; Italy
AbstractBackground: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is very recent, because these electronic media are relatively young, and because of some deeper pedagogical and organizational reasons. In fact, media literacy has to deal with the cultural prejudice that video games, considered just like toys, don't deserve to become the subject of a discipline and to be present in school curricula. Furthermore, media literacy activities about video games require technological facilities, which are not necessarily expensive, but which are not generally available in schools and educational centers; last, these activities require staff with specific video game skills, a background that teachers and educators usually lack. Purpose: Design and experiment a course about video game literacy, including the production of an action game by youth people. Test and improve a new game-authoring software, expressed designed for an educational use. Setting: Public Educational Youth Centers, between the years 2007-2008. Research Design: Single Subject; Qualitative. Findings: The possibility and usefulness of bringing popular culture into education, developing in the adults attitudes of understanding and mediation, not of censorship; The opportunity to develop critical thinking skills in youth, by increasing knowledge and competence about video games; The benefits of a teaching approach that integrates video game analysis and production; and The usefulness of the collaboration among media producers, educators, and researchers. Conclusion: Media education can be applied even in the field of video games; in some way, we are going towards a "video game literacy", inspired by the same well-known and accomplished philosophy. (Contains 4 figures.) (Author).
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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