{"title":"侠盗猎车手启发式:关于电子游戏作为教学工具在大讲堂中应用的思考","authors":"C. Kelly, Adam Lynes","doi":"10.1080/10511253.2022.2154375","DOIUrl":null,"url":null,"abstract":"Abstract This paper explores the utilization of the video game Grand Theft Auto as a unique tool within the lecture theatre to develop contemporary heutagogy. Drawing upon the authors’ personal reflections in the form of an autoethnographic account across a four year period, the challenges and benefits of utilizing the approach within in-person and virtual learning environments is interrogated. Utilizing video games as a means to ensure students are active participants whilst learning complex theoretical paradigms has proven highly beneficial, aiding in the reduction of attainment gaps and wider barriers to learning. So too, the approach has enabled cohorts to disentangle criminological problems whilst being empowered to question the nature of public criminology within contemporary discourse. Active engagement with video games whilst in the lecture theatre, by both students and lecturers, has enabled a dynamic and inclusive learning environment.","PeriodicalId":46230,"journal":{"name":"JOURNAL OF CRIMINAL JUSTICE EDUCATION","volume":" ","pages":""},"PeriodicalIF":0.9000,"publicationDate":"2023-01-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Grand Theft Heutagogy: A Reflection on the Utilization of Video Games as a Teaching Tool in the Lecture Theatre\",\"authors\":\"C. Kelly, Adam Lynes\",\"doi\":\"10.1080/10511253.2022.2154375\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Abstract This paper explores the utilization of the video game Grand Theft Auto as a unique tool within the lecture theatre to develop contemporary heutagogy. Drawing upon the authors’ personal reflections in the form of an autoethnographic account across a four year period, the challenges and benefits of utilizing the approach within in-person and virtual learning environments is interrogated. Utilizing video games as a means to ensure students are active participants whilst learning complex theoretical paradigms has proven highly beneficial, aiding in the reduction of attainment gaps and wider barriers to learning. So too, the approach has enabled cohorts to disentangle criminological problems whilst being empowered to question the nature of public criminology within contemporary discourse. Active engagement with video games whilst in the lecture theatre, by both students and lecturers, has enabled a dynamic and inclusive learning environment.\",\"PeriodicalId\":46230,\"journal\":{\"name\":\"JOURNAL OF CRIMINAL JUSTICE EDUCATION\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":0.9000,\"publicationDate\":\"2023-01-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"JOURNAL OF CRIMINAL JUSTICE EDUCATION\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1080/10511253.2022.2154375\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"CRIMINOLOGY & PENOLOGY\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"JOURNAL OF CRIMINAL JUSTICE EDUCATION","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/10511253.2022.2154375","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"CRIMINOLOGY & PENOLOGY","Score":null,"Total":0}
Grand Theft Heutagogy: A Reflection on the Utilization of Video Games as a Teaching Tool in the Lecture Theatre
Abstract This paper explores the utilization of the video game Grand Theft Auto as a unique tool within the lecture theatre to develop contemporary heutagogy. Drawing upon the authors’ personal reflections in the form of an autoethnographic account across a four year period, the challenges and benefits of utilizing the approach within in-person and virtual learning environments is interrogated. Utilizing video games as a means to ensure students are active participants whilst learning complex theoretical paradigms has proven highly beneficial, aiding in the reduction of attainment gaps and wider barriers to learning. So too, the approach has enabled cohorts to disentangle criminological problems whilst being empowered to question the nature of public criminology within contemporary discourse. Active engagement with video games whilst in the lecture theatre, by both students and lecturers, has enabled a dynamic and inclusive learning environment.
期刊介绍:
The Journal of Criminal Justice Education (JCJE) is an official publication of the Academy of Criminal Justice Sciences (ACJS). JCJE provides a forum for the examination, discussion and debate of a broad range of issues concerning post-secondary education in criminal justice, criminology and related areas. The aim of JCJE is to enhance the quality of higher education in criminal justice and criminology. JCJE is an education-oriented journal for those undertaking educational and academic endeavors in the fields of criminal justice and criminology. Quality articles that address specific educational or academic issues in these areas are encouraged and will be considered for publication.