Using games in teaching geography and planning
Subject Areas : Geography
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Keywords: serious games, geographical teaching, simulation, role playing, participatory studies,
Abstract :
Using games in teaching geography and planning Abstract This article examines the use of games in geography education, including before the advent of computer-based (digital) games. The growing popularity of "serious games" and "edutainment" has been noted, focusing on their perceived benefits in classroom-based education. A blurring between digital games for educational purposes and games primarily for entertainment has been discussed, reflecting the popularity of SimCity and the potential of these games for learning about urban planning. This analysis champions games that enable students to play different roles and produce realistic "real-life" results. Two examples of non-digital board games, Collaborative and Geopoly, illustrate how role-playing expands students' understanding of planning and human geographyFor the future, geography teachers can use the sophistication and sophistication of digital games in a range of purposefully designed teaching tools, from educational entertainment as well as more 'traditional' board games. Imaginative use of all different formats can help to increase students' interest in geography to maintain or increase the capacity of students from schools to the university sector. The smorgasbord of game options continues to grow, but as Participology and Geogopoly demonstrate, some of the most effective ways to develop role play and engage with real-world problems don't require a technological "fix.". Keywords: serious games, geographical teaching, simulation, role playing, participatory studies
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