via: chronicle.com
How Video Games Can Help in the Classroom, and in the World
By DAVID DEBOLT
Ms. Flanagan, a professor of film and media studies, was recently named the first holder of the digital-humanities chair at Dartmouth College. She is part of a research group, the Games for Learning Institute, that has joined Microsoft Research to study the most efficient ways to use video games in teaching math and science to middle-school students. She is also director and founder of Tiltfactor Laboratory at Dartmouth, which designs games to promote social change.
Q. You started out as a designer of mainstream computer games. What prompted you to begin working on your own?
A. When I was developing commercial software, one of the things that kept coming to mind was questions about the kinds of products we were making. I was thinking to myself, ‘How do we know this game is really educational? What are the ways you measure something like that? How do we know we are addressing diverse audiences?’ I developed this real sense of curiosity about the various ways that things I was making were being used. Sometimes you have a real push to get your product out the door, and you fail to have the time to ask important questions about what games are doing socially and culturally.










