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Videogaming and Literacies

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Encyclopedia of Educational Philosophy and Theory
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Synonyms

Situated learning; Digital gaming

Introduction

Historically, videogames have been effective teaching and learning tools. In the 1950s, early forms of simulation videogames as military training tools included “the ‘dynamic air war game’…used to train officers in the solution of strategy problems” (Problems of War, 1951). Videogame simulations also were useful training mechanisms for businesses and business schools, and these games were integrated into the academic and industry realms between the late 1950s and early 1960s. Entities, such as the American Management Association and the Harvard Business Review, published papers that focused on the role of simulation games in honing decision-making skills and applying learned information to face-to-face scenarios. Predating current high-definition versions of videogames and layered discussions of multimodalities and multiliteracies, these examples suggest that videogames have been honored for some of their teaching and learning...

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Correspondence to Sandra Schamroth Abrams .

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© 2016 Springer Science+Business Media Singapore

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Abrams, S.S. (2016). Videogaming and Literacies. In: Peters, M. (eds) Encyclopedia of Educational Philosophy and Theory. Springer, Singapore. https://doi.org/10.1007/978-981-287-532-7_119-1

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  • DOI: https://doi.org/10.1007/978-981-287-532-7_119-1

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