Social Interactions in Virtual Worlds
DOI: 10.1017/9781316422823.012
|View full text |Cite
|
Sign up to set email alerts
|

Gaming in Multicultural Classrooms: The Potential of Collaborative Digital Games to Foster Intercultural Interaction

Abstract: With growing cultural diversity in European educational settings, acculturation processes at schools have become more complex as well as 'problems' associated to cultural essentialisms in everyday classroom practices. The use of digital games has found to be an effective tool to reinforce teaching/learning practices. Several studies have already shown the benefits of the use of digital games in educational contexts. However, most of these studies are focused on how digital games can be used for knowledge acqui… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1

Citation Types

0
1
0

Publication Types

Select...
1
1

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(1 citation statement)
references
References 18 publications
(38 reference statements)
0
1
0
Order By: Relevance
“…We know that persuasive games can be applied to a great variety of persuasive goals that can be aimed at multiple target groups and can be played in different contexts and situations (Jacobs, Jansz, & De la Hera, 2017). For example, we can talk about games that aim to change eating habits (Orji, Mandryk, Vassileva, & Gerling, 2013); influence children's attitudes toward sports (Staiano & Calvert, 2011); foster empathy toward refugees (Kors, Ferri, van der Spek, Ketel, & Schouten, 2016;Raessens, 2010); change players' views in relation to climate change (Raessens, 2018(Raessens, , 2019a; or foster multicultural or intergenerational interactions (Alencar & De la Hera, 2018;De la Hera, Loos, Simons, & Bloom, 2017;Loos, De la Hera, Simons, & Gevers, 2019). We can also talk about mobile games (Winter et al, 2011), online games (Wen, Kow, & Chen, 2011), virtual reality games (Raessens, 2019b;Reid, 2002), and pervasive games (Walz & Ballagas, 2007).…”
Section: Balancing Engagement and Persuasion: Aligning Persuasive Goa...mentioning
confidence: 99%
“…We know that persuasive games can be applied to a great variety of persuasive goals that can be aimed at multiple target groups and can be played in different contexts and situations (Jacobs, Jansz, & De la Hera, 2017). For example, we can talk about games that aim to change eating habits (Orji, Mandryk, Vassileva, & Gerling, 2013); influence children's attitudes toward sports (Staiano & Calvert, 2011); foster empathy toward refugees (Kors, Ferri, van der Spek, Ketel, & Schouten, 2016;Raessens, 2010); change players' views in relation to climate change (Raessens, 2018(Raessens, , 2019a; or foster multicultural or intergenerational interactions (Alencar & De la Hera, 2018;De la Hera, Loos, Simons, & Bloom, 2017;Loos, De la Hera, Simons, & Gevers, 2019). We can also talk about mobile games (Winter et al, 2011), online games (Wen, Kow, & Chen, 2011), virtual reality games (Raessens, 2019b;Reid, 2002), and pervasive games (Walz & Ballagas, 2007).…”
Section: Balancing Engagement and Persuasion: Aligning Persuasive Goa...mentioning
confidence: 99%