Abstract
This chapter documents the process and preliminary results of a two year project in which a team of MIT researchers, in close collaboration with local educators, designed and tested supplemental teaching resources for supporting educators in implementing the use of commercial, off-the-shelf games in their secondary level, humanities (e.g. social studies, history, languages) classrooms. The chapter also provides an overview of similar research in the field of game-based learning and addresses challenges likely to be encountered in such implementation processes, particularly in the American public educational context.
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- 1.
Another pilot session was carried out late into the writing of this chapter. As such, our analysis of that session is ongoing and does not appear here.
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Caldwell, K.E.H., Osterweil, S., Urbano, C., Tan, P., Eberhardt, R. (2017). “I Just Don’t Know Where to Begin”: Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Video Games. In: Ma, M., Oikonomou, A. (eds) Serious Games and Edutainment Applications . Springer, Cham. https://doi.org/10.1007/978-3-319-51645-5_27
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