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The Sims Go to College: Video Games in Higher Education
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Dziorny, M. (2006). The Sims Go to College: Video Games in Higher Education. In C. Crawford et al. (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference 2006 (pp. 1362-1366). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/22250.
Conference Information

Society for Information Technology & Teacher Education International Conference (SITE) 2006
Orlando, Florida, USA
March 19, 2006
ISBN 1-880094-58-4
Caroline M. Crawford, Roger Carlsen, Karen McFerrin, Jerry Price, Roberta Weber & Dee Anna Willis
AACE
More Information on SITE
Table of Contents
Author
Abstract
The debate over using video games to teach and learn is growing as more educators look for better and more motivating ways to teach their students. Many students are no longer content to learn for learning's sake. They want learning to be fun and engaging. To that end, Digital Game Based (DGL) learning could prove to be a valuable asset in the educator's toolbox. This paper begins by discussing DGL including providing a working definition. Advantages and disadvantages of DGL are also presented. The paper concludes by discussing the use of commercially available games to teach various concepts in the classroom.
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