Using Videogames as Educational Tools: Building Bridges Between Commercial and Serious Games

Part of the Intelligent Systems, Control, and Automation: Science and Engineering book series (ISCA, volume 37)

This paper describes how a social simulation videogame (The Sims 2 Pets) was introduced into the classroom as a educational tool, and discusses the activities and conversations of the children, teachers and researchers involved. This study adopts a qualitative analytical perspective based on narrative and ethno graphic approaches and discourse analysis. Sixteen seven- to eight-year old children participated in the study. All the video recordings were segmented using Nudist 8.0 and Atlas.ti. The analysis allows us to delimit different phases according to the strategies that children and adults used to approach the game in the classroom con text. Our results show the strategies used by the adult to guide the children through a deductive reasoning process.

Keywords

Alba Rosal Photography Metaphor Carol 

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Copyright information

© Springer-Verlag Berlin Heidelberg 2009

Authors and Affiliations

  1. 1.University of AlcalaAlcalá de HenaresSpain
  2. 2.Facultad de Psicolog í a — UNED, Juan del RosalCiudad UniversitariaMadridSpain

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