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Andragogy, organization, and implementation concerns for gaming as an instructional tool in the community college
Author(s) -
Martin Vance S.
Publication year - 2011
Publication title -
new directions for community colleges
Language(s) - English
Resource type - Journals
eISSN - 1536-0733
pISSN - 0194-3081
DOI - 10.1002/cc.447
Subject(s) - community college , andragogy , critical thinking , public relations , digital native , pedagogy , computer science , multimedia , sociology , psychology , medical education , political science , world wide web , adult education , medicine
As this and previous editions of New Directions for Community Colleges have argued, digital skills are necessary. Our future economy will be based on them, but there is no consensus on which skills to teach. Many talk about Web 2.0 skills, familiarity with software, and critical thinking skills, yet few mention the potential of video games in education. This chapter examines the potential for using video games at the community college level, possible arguments against it, and necessary support from administration, information technology departments, and libraries to make the most of this digital technology.

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