Narrative and Game Study: an Ongoing Debate
نویسنده
چکیده
Computer Simulation Gaming has been found to enhance learning in many disciplines for various academic settings, including high school and higher education. It is hypothesized that integration of The SIMs 2 simulation game into the aspects of lesson planning will foster learning among adolescents who are moving through a process of psychosocial moratorium, as compared to equivalent students in comparable conditions who are not exposed to gaming. Introduction The purpose of this paper is to find and discuss supportive studies about using games in teaching and learning. Although the author previously intended to explore educational technology in the area of narrative, he found himself fascinated by the controversial possibilities of using computer games in narrating not only educational concepts, but also personal development concepts. To be more specific, his appeal to narrative began while he was writing his autobiography and teleography for the class assignments. By then, he was captivated by the power of narratives to help writers in retrospection and in projecting their life. Even though the author was not originally intending to aim his study at video game research in general, he is certain that reviewing such studies was worthwhile. For game developers and scholars, videogame study is known as ludolugy. Gonzalo Frasca (2003a) defines ludology as a discipline that studies games in general and video games in
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