3 research outputs found
Using games in geographical and planning-related teaching : serious games, edutainment, board games and role-play
This paper reviews the use of games in geographical teaching, including prior to the
emergence of computer-based (digital) games. The growing popularity of ‘serious games’
and ‘edutainment’ is addressed, focusing on their perceived advantages in classroom-based
teaching. The blurring between digital games for educational purposes and games primarily
for entertainment is discussed, reflecting on the popularity of SimCity and the potential of
these games for learning about urban planning. This analysis champions games enabling
students to play different roles and produce realistic ‘real life’ outcomes. Two examples of
non-digital board games, Participology and Geogopoly, illustrate how role play broadens
students’ understanding of planning and human geography