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Learning Through Play: An Inclusive Pedagogy for the Twenty-First Century

  • Anelise Haukaas

摘要

This chapter applies the book’s underlying argument—that virtual experiences are significant experiences, especially for the disabled community—to the author’s professional setting: the college classroom. Although gamification has become an increasingly popular pedagogical practice, the author moves beyond just game studies to introduce a hybrid pedagogy that fuses together game studies with disability studies. While much of the chapter is rooted in theory, the author does provide several different ways that their user-centered educational model can be implemented both in higher education and in other learning environments.