Dewey and Video Games: From Education through Occupations to Education through Simulations
Abstract
Critics like Leonard Waks argue that video games are, at best, a dubious substitute for the rich classroom experiences that John Dewey wished to create and that, at worst, they are profoundly miseducative. Using the example of Fate of the World, a climate change simulation game, David Waddington addresses these concerns through a careful demonstration of how video games can recapture some of the lost potential of Dewey's original program of education through occupations. Not only do simulation games realize most of the original goals of education through occupations, but they also solve some of the serious practical problems that Dewey's curriculum generated. Waddington concludes the essay with an analysis of Waks's critiques and some cautionary notes about why it is important to be temperate in our endorsement of educational video gaming.
Number of times cited: 3
- Gideon Dishon, New data, old tensions: Big data, personalized learning, and the challenges of progressive education, Theory and Research in Education, 15, 3, (272), (2017).
- Simon N. Leonard and Robert N. Fitzgerald, Holographic learning: A mixed reality trial of Microsoft HoloLens in an Australian secondary school, Research in Learning Technology, 10.25304/rlt.v26.2160, 26, 0, (2018).
- Larry A. Hickman, Educational Occupations and Classroom Technology, European Journal of Pragmatism and American Philosophy, 10.4000/ejpap.446, VIII, 1, (2016).




