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Statecraft X: Learning Governance by Governing

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Part of the book series: Gaming Media and Social Effects ((GMSE))

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Abstract

In this chapter, I describe and explain the Statecraft X game-based learning curriculum for social studies taken by 15-year-old students as part of the formal curriculum in school. Aligned with the performance -theoretic perspective articulated in this book, students learn governance by governing virtual towns in the Statecraft X game; they do not merely learn about governance. From a pedagogical perspective, students learn by engaging in inquiry , in a manner consistent with the learning tenets set out by Dewey (The Middle Works of John Dewey, 1899–1924 6:177–356, 1909/1991).

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Notes

  1. 1.

    This figure is identical to Fig. 3.1. It is replicated here for ease of reference as well as for readers who may not have access to Chap. 3.

  2. 2.

    This space may also be viewed as a virtual space by virtue of it being an immersive digital world, but being virtual in this sense does not in any way detract from the realism of the I-ness of engaging in game play or the first-person outcomes of learning that ensue through participation in the curriculum.

  3. 3.

    Note that this description of game phases indicates the broad flow of how game play typically emerges. It does not signify a rigid compartmentalization of distinct segments of game play. Thus, it is entirely possible for players to begin extending their influence over other towns in phase two of game play.

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Correspondence to Yam San Chee .

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Chee, Y.S. (2016). Statecraft X: Learning Governance by Governing. In: Games-To-Teach or Games-To-Learn. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-287-518-1_4

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  • DOI: https://doi.org/10.1007/978-981-287-518-1_4

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