This response considers the role of video games in promoting the social and emotional aspects of civic education and engagement. Specifically, it discusses how design choices in iCivics and video games generally may impact students’ emotional responses to issues and other people, sense of internal efficacy, and social connectedness
The majority of literature that concerns itself with the effects of video games and youth focus on n...
The civic world is rapidly changing in response to the affordances of the digital age, which ushered...
Educational scholars such as Biesta and Lawy (2006) have suggested that "young people learn at least...
Video games are the most recent technological advancement to be viewed as an educational panacea and...
Video games are the most recent technological advancement to be viewed as an educational panacea and...
Scholars, educators, and media designers are increasingly interested in whether and how digital game...
Scholars, educators, and media designers are increasingly interested in whether and how digital game...
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey,...
Stoddard, Banks, Nemacheck, and Wenska suggested that there is a tension between the goal of the iCi...
This paper presents an overview of an emerging field that looks at the impact of video games in civi...
The civic world is rapidly changing in response to the affordances of the digital age, which ushered...
Democratic theorists argue that democratic institutions thrive when the citizens of the society robu...
Digital games and simulations (DG&S) could help mitigate inequities in civic education and participa...
Over the past three decades, youth has been observed to be increasingly disengaged from politics and...
In this review article, I argue that games are complementary, not self-supporting, learning tools fo...
The majority of literature that concerns itself with the effects of video games and youth focus on n...
The civic world is rapidly changing in response to the affordances of the digital age, which ushered...
Educational scholars such as Biesta and Lawy (2006) have suggested that "young people learn at least...
Video games are the most recent technological advancement to be viewed as an educational panacea and...
Video games are the most recent technological advancement to be viewed as an educational panacea and...
Scholars, educators, and media designers are increasingly interested in whether and how digital game...
Scholars, educators, and media designers are increasingly interested in whether and how digital game...
This report focuses on the civic aspects of video game play among youth. According to a 2006 survey,...
Stoddard, Banks, Nemacheck, and Wenska suggested that there is a tension between the goal of the iCi...
This paper presents an overview of an emerging field that looks at the impact of video games in civi...
The civic world is rapidly changing in response to the affordances of the digital age, which ushered...
Democratic theorists argue that democratic institutions thrive when the citizens of the society robu...
Digital games and simulations (DG&S) could help mitigate inequities in civic education and participa...
Over the past three decades, youth has been observed to be increasingly disengaged from politics and...
In this review article, I argue that games are complementary, not self-supporting, learning tools fo...
The majority of literature that concerns itself with the effects of video games and youth focus on n...
The civic world is rapidly changing in response to the affordances of the digital age, which ushered...
Educational scholars such as Biesta and Lawy (2006) have suggested that "young people learn at least...