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Pedagogy in Commercial Videos

Pedagogy in Commercial Videos

Katrin Becker
ISBN13: 9781599043043|ISBN10: 1599043041|ISBN13 Softcover: 9781599043050|EISBN13: 9781599043067
DOI: 10.4018/978-1-59904-304-3.ch002
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MLA

Becker, Katrin. "Pedagogy in Commercial Videos." Games and Simulations in Online Learning: Research and Development Frameworks, edited by David Gibson, et al., IGI Global, 2007, pp. 21-48. https://doi.org/10.4018/978-1-59904-304-3.ch002

APA

Becker, K. (2007). Pedagogy in Commercial Videos. In D. Gibson, C. Aldrich, & M. Prensky (Eds.), Games and Simulations in Online Learning: Research and Development Frameworks (pp. 21-48). IGI Global. https://doi.org/10.4018/978-1-59904-304-3.ch002

Chicago

Becker, Katrin. "Pedagogy in Commercial Videos." In Games and Simulations in Online Learning: Research and Development Frameworks, edited by David Gibson, Clark Aldrich, and Marc Prensky, 21-48. Hershey, PA: IGI Global, 2007. https://doi.org/10.4018/978-1-59904-304-3.ch002

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Abstract

Books, film, television, and indeed every other medium that came before them has been used and sometimes studied as media for the delivery of instruction. Outstanding examples of each medium have been applied to educative purposes with enduring results. Digital games are now also receiving attention in this context. A first step to gaining an understanding for just how a particular medium can be used in education is to study the outstanding examples, regardless of their original purpose. This chapter examines numerous well-known and commercially successful games through the lens of several known and accepted learning theories and styles, using the premise that “good” games already embody sound pedagogy in their designs even if the incorporation of those theories was not deliberate.

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