{"title":"Video Games, Homer to Hesiod: What Ancient Greek Content Do Video Game Players See?","authors":"Alan Garfield, Amy Manders","doi":"10.1145/3369255.3369302","DOIUrl":null,"url":null,"abstract":"Studies suggest strong motivational effects of video games in educational environments. Rather than simply listening to lectures or viewing power point presentations, video games allow students to immerse themselves in a virtual world that they, in various ways, control and interact in and with. They become invested in their game world. But motivation notwithstanding, what do students really learn from these games? The literature is strangely silent on this question. This study examines ten popular video games (console, computer, mobile and internet) for their use of classical content. Does gamification really lead to content acquisition or is it mainly a strategy without direction? What are students learning about Ancient Greek mythology in these games?","PeriodicalId":161426,"journal":{"name":"Proceedings of the 11th International Conference on Education Technology and Computers","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 11th International Conference on Education Technology and Computers","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3369255.3369302","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Studies suggest strong motivational effects of video games in educational environments. Rather than simply listening to lectures or viewing power point presentations, video games allow students to immerse themselves in a virtual world that they, in various ways, control and interact in and with. They become invested in their game world. But motivation notwithstanding, what do students really learn from these games? The literature is strangely silent on this question. This study examines ten popular video games (console, computer, mobile and internet) for their use of classical content. Does gamification really lead to content acquisition or is it mainly a strategy without direction? What are students learning about Ancient Greek mythology in these games?