Grand Theft Heutagogy: A Reflection on the Utilization of Video Games as a Teaching Tool in the Lecture Theatre.

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 ut...

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Publicado en:Journal of Criminal Justice Education Vol. 34; no. 4; pp. 617 - 634
Autores principales: Kelly, Craig, Lynes, Adam
Formato: Artículo
Publicado: Taylor & Francis Ltd Dec2023
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Dec2023
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        10.1080/10511253.2022.2154375
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        atl: Grand Theft Heutagogy: A Reflection on the Utilization of Video Games as a Teaching Tool in the Lecture Theatre.
      aug:
        au:
          Kelly, Craig
          Lynes, Adam
        affil: Department of Criminology, Birmingham City University, Birmingham, UK
      su:
        Video games
        Autoethnography
        Auditoriums
        Courseware
        Criminal justice education
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        subj:
          Video games
          Autoethnography
          Video game design and development services
          Video game publishers
          Home entertainment equipment merchant wholesalers
          Doll, Toy, and Game Manufacturing
          Auditoriums
          Courseware
          Criminal justice education
      keyword:
        autoethnography
        criminology
        Heutagogy
        reflexivity
        video games
        autoethnography
        criminology
        Heutagogy
        reflexivity
        video games
      ab: 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.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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