[P4K] Video Games for Citizenship Education

Brad Maguth on his blog Global and Social Studies Education posted recently an entry entitled Video Games for Citizenship Education in a Digital Era. In it he discusses video games as not only being great educational resources, but catalysts for youth to participate socially, economically and politically. The post also goes on to list his top ten of Serious Games in which he lists GK's Ayiti: The Cost of Life.

A growing number of today's students are turning towards digital media to participate socially, economically and politically. W. Lance Bennett, in a study commissioned by the MacArthur Foundation on digital media and learning, entitled Changing Citizenship in the Digital Age (2008), describes how digital natives are using new technologies to impact their world. Using the Internet to access information, communicate, and organize, today's youth have demonstrated the power of electronic technologies in making a difference. As evident in the 1999 protest of the WTO in Seattle, young activists are seizing these lines of communicate to arouse bottom-up civic participation. Bennett (2008) describes how many students disengage in traditional top-down politics. Moreover, these same students often find bottom-up politics more relevant and authentic (As evident in increased levels of student participation in volunteering, study abroad and community commitments). Favoring loose networks of community action, these students frequently turn towards electronic technologies like social networking sites to access and discuss economic, social and political issues.

Today's digital natives are frequently turning towards electronic communications to learn about and discuss important issues. However, the infusion of these technologies inside the classroom has been lackluster at best. Particular, the area predicated on fostering strong and active democratic citizens, the social studies, has failed to make effective use of electronic technologies (Diem, 2004; Berson, 2005; VanFossen, 2008). There seems to be a mounting divide in the realities of how digital natives are using technology for informed and active democratic citizenship inside versus outside of the social studies classroom (See Maguth, 2008). Thus, the use of outdated mediums for civic education in the social studies results in young people finding them irrelevant and unauthentic. This reinforces a greater divide in teaching and learning. My dissertation research begins to examine this issue more in-depth.

With over 90% of students in a recent survey indicating they frequently play video games (Friedman, 2008), advocacy groups have been moving fast to construct video games for educative purposes. This has led to the creation of 'serious games'. Serious games aim to teach students by realistically simulating some aspect of a given situation. Some examples include: business training games, flight or driving simulators, games that help patients understand how their bodies work, and games the allow players to navigate through and make decisions on a contemporary global issue. Serious games hold great promise in education because they allow users to test and experiment with systems, and develop a better understanding on relationships embedded in the system

Read the full post here.

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