DISCERNING FACT FROM FICTION: USING VIDEO GAMES IN THE CLASSROOM Cover Image

DISCERNING FACT FROM FICTION: USING VIDEO GAMES IN THE CLASSROOM
DISCERNING FACT FROM FICTION: USING VIDEO GAMES IN THE CLASSROOM

Author(s): Daniela Racheru
Subject(s): Social Sciences, Education, School education, Vocational Education, Educational Psychology, Inclusive Education / Inclusion, Sociology of Education, Distance learning / e-learning, Pedagogy
Published by: Editura Arhipelag XXI
Keywords: digital media; digital tools; video games; history; digital literacy

Summary/Abstract: Video games, one of the prevailing ways of entertainment of today, can sometimes serve to be more than just a way to have fun. Applied to the classroom context, it can offer an interesting and novel tool to the teacher, as it has been seen in many cases of the past few decades in which technology has evolved. Taking care of some precautions of using video games in the classroom, of not overly using it and alternating it with properly-thought exercises, it can serve also as a way to teach about media literacy and discerning fact from fiction by using historical games in the history class.

  • Issue Year: 2026
  • Issue No: 44
  • Page Range: 994-999
  • Page Count: 6
  • Language: English
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