|Module title||Computer Games In Education And Therapy|
|Module lecturer||dr Anna Michniuk|
|Faculty||Faculty of Educational Studies|
It will be announced in October 2023
Module aim (aims)
It is assumed that the student will be able to identify educational and therapeutic applications of computer games.
Pre-requisites in terms of knowledge, skills and social competences (where relevant)
Elementary pedagogical knowledge.
Week 1: Introduction & integration
Week 2: Short history and systematics of computer games
Week 3: Computer games: culture, society and cognitive development
Week 4: Computer games in education and therapy: how to create interactive worksheets
Week 5: Computer games in education and therapy: mobile apps, VR and others. Week 6&7: Educational and therapeutic aspects of computer games - case study
Week 8: Summary
Bean, A. (2018). Working with Video Gamersand Games in Therapy. New York/Oxon: Routledge /Taylor & Francis Group.
Blumberg, F. C., Deater?Deckard, K., Calvert, S. L., Flynn, R. M., Shawn Green, C., Arnold, D., Brooks, P. J. (2019). Digital Games as a Context for Children's Cognitive Development: Research Recommendations and Policy Considerations. Social Policy Report. Volume32, Issue1. February 2019, pages 1-33
Bogost, I. (2010). Persuasive games: the expressive power of videogames. Cambridge Mass.; London: MIT Press.
Gee, J. P. (2007). What video games gave to teach us about learning and literacy. New York: Palgrave Macmillan.
Hung, A. (2011). The work of play: meaning making in videogames. New York: Peter Lang.
Mitchell, A. Savil-Smith, C. (2004). The use of computer and video games for learning. A review of the literature. London: Learning and Skills Development Agency
Salen, K., & Zimmerman, E. (2003). Rules of Play: Game Design Fundamentals. Cambridge Mass.: The MIT Press.
Simkowa, M. (2014). Using of Computer Games in Supporting Education. Procedia - Social and Behavioral Sciences. Volume 141, 25 August 2014, pages 1224-1227, https://doi.org/10.1016/j.sbspro.2014.05.210.