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Black cloud: patterns towards da future

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Published:19 October 2009Publication History

ABSTRACT

The authors developed and tested a hyper-local air quality sensor network and a fictional game narrative to evaluate the pedagogical potential of Alternate Reality games for high school students in Los Angeles. This study examined how Deweyan concepts of learning can be applied to game play. The authors found that students developed a unique language to discuss real pollution issues within a fictional construct. Engaging in both civic engagement and educational rigor, student learning was situated in a framework of instruction John Dewey outlines as counter to traditional models of schooling. Despite limitations, including some authoritarian and competitive structures implicit in games, students found new reasons to communicate with real-world adults in verbal and written form. Game-based learning inspired substantial qualitative progress and high levels of engagement among students, compared to traditional teaching methods.

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        cover image ACM Conferences
        MM '09: Proceedings of the 17th ACM international conference on Multimedia
        October 2009
        1202 pages
        ISBN:9781605586083
        DOI:10.1145/1631272

        Copyright © 2009 ACM

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        Publication History

        • Published: 19 October 2009

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