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Communication Technology and New Media

Santa Clara University

Simulations

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Full-Text Articles in Education

Civic Play And Civic Gaps: Can Life Simulation Games Advance Educational Equity?, Christine Bachen, Pedro F. Hernández-Ramos, Chad Raphael, Amanda Waldron Nov 2015

Civic Play And Civic Gaps: Can Life Simulation Games Advance Educational Equity?, Christine Bachen, Pedro F. Hernández-Ramos, Chad Raphael, Amanda Waldron

Communication

Digital games and simulations (DG&S) could help mitigate inequities in civic education and participation, which are found in many contemporary democracies. Yet incorporating DG&S into the curriculum may reinforce or introduce inequities for students who are less engaged by game-based learning. A quasi-experimental study of 301 U.S. high school students in social studies classes examined whether prior academic performance, civic engagement, civic game play experience and gender affected how (and which) students benefit from playing a life simulation game. Dependent variables included several civic dispositions: justice-oriented citizenship norms and interest in politics, news, and global issues. The simulation game especially …


Simulating Real Lives: Promoting Global Empathy And Interest In Learning Through Simulation Games, Christine Bachen, Pedro F. Hernández-Ramos, Chad Raphael Aug 2012

Simulating Real Lives: Promoting Global Empathy And Interest In Learning Through Simulation Games, Christine Bachen, Pedro F. Hernández-Ramos, Chad Raphael

Communication

In response to an increasingly interdependent world, educators are demonstrating a growing interest in educating for global citizenship. Many definitions of the “good global citizen” value empathy as an especially important disposition for understanding others across national borders and cultural divides. Yet it may be difficult for people to achieve empathy with others who are perceived as psychologically and geographically distant. Can computerized simulation games help foster global empathy and interest in global civic learning? This quasiexperimental classroom study of 301 Northern California high school students in three schools examined the effects of playing REAL LIVES, a simulation game that …