General information

Module title Computer Games In Education And Therapy
Language English
Module lecturer dr Anna Michniuk
Lecturer's email am44719@amu.edu.pl
Lecturer position adiunkt
Faculty Faculty of Educational Studies
Semester 2021/2022 (summer)
Duration 15
ECTS 2
USOS code 000

Timetable

Classes will take place on Mondays, from 11.30 until 13.00. room 207 (Międzychodzka 5)

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.

Syllabus

Week 1: Short history of computer games

Week 2: Systematics of computer games

Week 3: Computer games, culture and society

Week 4: Computer games and human cognitive development

Week 5: Computer games in education

Week 6: Computer games in therapy

Week 7: VR in education and therapy

Week 8: Educational and therapeutic aspects of computer games - case study

Reading list

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.