Keywords:
Geography.
;
Culture
;
Arts.
;
Teachers
;
Science
;
Education, Higher.
Description / Table of Contents:
Dimensions of Space in Digital Games -- Caught between a Rock and a Ludic Place: Geography for Non-Geographers via Games -- Playing Abstractions, Understanding Spaces. Christaller in Videogames. -- Digital Game Based Learning as a mode of Transformative Learning -- Introducing a model of reflexive spatial analysis in video games (in contexts of its potential in geography education) – Analyzing (digital) spatial construction and reflexivity (exemplary in That Dragon, Cancer via a bilingual geography classroom setting) -- Rendering cliché? Visual consumption of video games as virtual-space leisure activities. -- Right-wing Images of Space and völkisch Identity Constructions in ‘Heimat Defender: Rebellion’ -- Training beyond boundaries? Virtual reality scenario training as worldmaking for complex, life threatening situations -- “Crashing in Flyover Country: Metaregionalism in Far Cry 5” -- The Urban Surveillance Script: Beat Cop and the Policing of Diversity -- Populating Digital Spaces: Learning from Players of Massive Multiplayer Online Games as Early Settlers in the Digital Ecosystem -- Gaming and Geography - Part III: Practical Contributions Games for Exploring Popular Geopolitics in Higher Education -- Computer games as traces. Field trips, location-based games, and systems theory -- Self-transcendence motivated decisions in water governance – Learning by playing the serious game AquaRepublica -- Teaching key concepts and systemic thinking with reflexive methods using open world games in higher geography education - A best practice for lectures and seminars introducing geography education.
Type of Medium:
Online Resource
Pages:
1 Online-Ressource(XV, 323 p. 51 illus., 40 illus. in color.)
Edition:
1st ed. 2024.
ISBN:
9783031422607
Series Statement:
Key Challenges in Geography, EUROGEO Book Series
URL:
https://doi.org/10.1007/978-3-031-42260-7
DOI:
10.1007/978-3-031-42260-7
Language:
English
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