Repurposing Video Games as Discussion Tools

Numerous video games marketed entirely for entertainment purposes, also known as commercial, off-the-shelf (COTS) titles, can serve as an effective tool for teaching students complicated skills such as executive functioning, hypothesis testing, and critical analysis. In this phenomenological case study, I outline a pedagogical approach that harnesses the trinity of content knowledge, discursive prowess, and video game aptitude by capitalizing on pupils' preference for digital integration. Video game titles were selected according to their scores on Rice's (2007) “Video Game Higher-Order Thinking Evaluation Rubric” and “Video Game Cognitive Viability Scale,” with lessons tied to Florida's Next Generation Sunshine State Standards for social studies. The implication of this study is that COTS titles offer an alternative curricular entry point, which can elicit higher-order discussions when paired with pointed, teacher-led inquiry. This methodology, if properly harnessed, could transmit subject manner more effectively and create critically reflective, game-based learning cohorts.

Authors

Institutions

Publication Details

Journal
International Journal of Game-Based Learning
Published
2024-08-09
DOI
https://doi.org/10.4018/ijgbl.349589
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.79
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Repurposing Video Games as Discussion Tools

Joshua M. Patterson
1 citations
International Journal of Game-Based Learning
Educational Games and Gamification
0.79
article

Repurposing Video Games as Discussion Tools

Joshua M. Patterson
article en
1 citations

Abstract

Numerous video games marketed entirely for entertainment purposes, also known as commercial, off-the-shelf (COTS) titles, can serve as an effective tool for teaching students complicated skills such as executive functioning, hypothesis testing, and critical analysis. In this phenomenological case study, I outline a pedagogical approach that harnesses the trinity of content knowledge, discursive prowess, and video game aptitude by capitalizing on pupils' preference for digital integration. Video game titles were selected according to their scores on Rice's (2007) “Video Game Higher-Order Thinking Evaluation Rubric” and “Video Game Cognitive Viability Scale,” with lessons tied to Florida's Next Generation Sunshine State Standards for social studies. The implication of this study is that COTS titles offer an alternative curricular entry point, which can elicit higher-order discussions when paired with pointed, teacher-led inquiry. This methodology, if properly harnessed, could transmit subject manner more effectively and create critically reflective, game-based learning cohorts.

International Journal of Game-Based LearningVol. 14(1)
Mount Saint Mary College (US)
Quality Education
Openalex Percentile: Top 25%
Educational Games and Gamification
0.79
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.