TY - CHAP
T1 - Revealing New Hidden Curriculum and Pedagogy of Digital Games
AU - Baek, Youngkyun
N1 - Publisher Copyright:
© 2009 by IGI Global. All rights reserved
PY - 2008/1/1
Y1 - 2008/1/1
N2 - This chapter examines hidden curricula and pedagogy of digital games in order to clarify their educational meaning and importance. The experiences which players get from the inherent ideology of digital games was categorized into four areas: fantasy, immersion, representation and identification, and making sense of the game’s system or model. These hidden curricula are important for learninggame designers to consider in that they are internalized subconsciously. Also these hidden aspects of games are important for teachers to help motivate players for learning, to facilitate self-directed playing and learning, to improve gender sensitivity, and to help with the transfer of knowledge from games to real life. Games have the magical ability to inspire players through compelling stories, challenges, and activities. The hidden curricula of games are bound to continue to be an issue of great concern for educators in coming years.
AB - This chapter examines hidden curricula and pedagogy of digital games in order to clarify their educational meaning and importance. The experiences which players get from the inherent ideology of digital games was categorized into four areas: fantasy, immersion, representation and identification, and making sense of the game’s system or model. These hidden curricula are important for learninggame designers to consider in that they are internalized subconsciously. Also these hidden aspects of games are important for teachers to help motivate players for learning, to facilitate self-directed playing and learning, to improve gender sensitivity, and to help with the transfer of knowledge from games to real life. Games have the magical ability to inspire players through compelling stories, challenges, and activities. The hidden curricula of games are bound to continue to be an issue of great concern for educators in coming years.
UR - https://www.scopus.com/pages/publications/105012322131
U2 - 10.4018/978-1-59904-808-6.ch059
DO - 10.4018/978-1-59904-808-6.ch059
M3 - Chapter
AN - SCOPUS:105012322131
SN - 9781599048086
VL - III
SP - 1025
EP - 1040
BT - Handbook of Research on Effective Electronic Gaming in Education
ER -