1998
DOI: 10.1080/00221349808978827
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Teaching and Learning with SimCity 2000

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Cited by 113 publications
(52 citation statements)
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References 7 publications
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“…This result contrasted with their fi ndings that attitudes to the virtual trip were positive and that student learning from the trip, determined by test scores, did not differ from an actual fi eld trip. Adams ( 1998 ) reported that "only 60 % of geography, planning, or urban studies majors reported liking SimCity without reservations, while 89 % of other majors '… professed to like the program without reservation" (p. 52). Students with prior knowledge of the topic were more likely to recognize that the program was unrealistic and evaluated it more critically than less knowledgeable students.…”
Section: Summary and Discussionmentioning
confidence: 96%
“…This result contrasted with their fi ndings that attitudes to the virtual trip were positive and that student learning from the trip, determined by test scores, did not differ from an actual fi eld trip. Adams ( 1998 ) reported that "only 60 % of geography, planning, or urban studies majors reported liking SimCity without reservations, while 89 % of other majors '… professed to like the program without reservation" (p. 52). Students with prior knowledge of the topic were more likely to recognize that the program was unrealistic and evaluated it more critically than less knowledgeable students.…”
Section: Summary and Discussionmentioning
confidence: 96%
“…The Sims 3 has been used in [42] to study and analyse what it means to be homeless and raise a child. SimCity 2000 is used in the classroom [6] to teach geographical concepts especially those related to urban and spatial planning. Civilization [49] can be used in order to highlight historical milestones through both diplomacy and wars.…”
Section: Game Based Learningmentioning
confidence: 99%
“…Nemalá část respondentů používá jak hry určené pro vzdělávání, tak běžně dostupné komerční hry (24,04 %), a kombinuje jejich použití dle účelu. Jen velice malé procento se pak zaměřuje především na komerční hry (2,79 %), a to i přes jejich větší obecnou známost, snazší dostupnost i podporu v odborné literatuře (viz Adams, 1998;Short, 2012 a další).…”
Section: Využívání Digitálních Her Ve Výuceunclassified