Title
Videogame Walkthroughs In Educational Settings: Challenges, Successes, And Suggestions For Future Use
Abstract
In this paper we describe the use of videogame walkthroughs implemented in three different educational contexts: 1) an informal learning environment where 11-12 year-olds used text and video walkthroughs to supplement their Legend of Zelda: Wind Waker play during an optional, lunch-time video game club in their school library; 2) a formal learning environment where grade six (11-12 year-old) students used a written walkthrough for Lost Winds 2: Winter of the Melodias played as part of their Language Arts classroom; and 3) the use of a written walkthroughs by Grade 7 and 8 teachers as part of their preparations to teach a game-based learning unit in their Geography classrooms. Taken together, we argue that while walkthroughs can be useful pedagogical tools when using videogames in classroom settings, the social and cultural contexts in which they are introduced must be carefully considered in order for their effectiveness to be fully realized.
Year
Venue
Field
2018
PROCEEDINGS OF THE 51ST ANNUAL HAWAII INTERNATIONAL CONFERENCE ON SYSTEM SCIENCES (HICSS)
Computer science,Knowledge management,Game studies,Game based learning
DocType
Citations 
PageRank 
Conference
0
0.34
References 
Authors
2
4
Name
Order
Citations
PageRank
Kelly Bergstrom1374.80
Jennifer Jenson27011.77
Emily Flynn-Jones300.34
Cristyne Hebert400.34