London Metropolitan University Research Institutes
 

It’s all in the game: The European project ‘Multiple choice identity’, educational gaming and a win-win-situation

Author(s) Kratsbourn, W.  
Publisher CiCe Publications  
Year 2006  
Editor A. Ross, Citizenship Education: Europe and the World  
Language English  
Age group -  
Keywords/Abstract
Educational gaming is popular among millions of young people, who construct large communities communicating inside ‘affinity groups’. They may have different real and virtual identities, changing according to place and time. Some educators are worried about the consequences: young people may get lost and confused.. Is it an escape into a virtual world? Or just a new and creative way to discover their own identity or identities? There are no right answers to these questions and the future of education will not be like it was before. Gaming is ‘the key to a ‘virtual ‘social space’, a ‘social revolution’ with an enormous impact on students and teachers. The Europe-project uses entry points such as ‘blended learning’, multiple intelligent, natural and real learning.
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