Please use this identifier to cite or link to this item: http://hdl.handle.net/10125/50124

Videogame Walkthroughs in Educational Settings: Challenges, Successes, and Suggestions for Future Use

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Title: Videogame Walkthroughs in Educational Settings: Challenges, Successes, and Suggestions for Future Use
Authors: Bergstrom, Kelly
Jenson, Jennifer
Flynn-Jones, Emily
Hebert, Cristyne
Keywords: Games and Gaming
game based learning, game studies, paratexts, player studies, walkthroughs
Issue Date: 03 Jan 2018
Abstract: In this paper we describe the use of videogame walkthroughs implemented in three different educational contexts: 1) an informal learning environment where 11-12 year-olds used text and video walkthroughs to supplement their Legend of Zelda: Wind Waker play during an optional, lunch-time video game club in their school library; 2) a formal learning environment where grade six (11-12 year-old) students used a written walkthrough for Lost Winds 2: Winter of the Melodias played as part of their Language Arts classroom; and 3) the use of a written walkthroughs by Grade 7 and 8 teachers as part of their preparations to teach a game-based learning unit in their Geography classrooms. Taken together, we argue that while walkthroughs can be useful pedagogical tools when using videogames in classroom settings, the social and cultural contexts in which they are introduced must be carefully considered in order for their effectiveness to be fully realized.
Pages/Duration: 10 pages
URI/DOI: http://hdl.handle.net/10125/50124
ISBN: 978-0-9981331-1-9
DOI: 10.24251/HICSS.2018.237
Rights: Attribution-NonCommercial-NoDerivatives 4.0 International
Appears in Collections:Games and Gaming


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