Using the metaphor of the classroom as a courtroom promotes insights regarding our school system. For example, in the courtroom, act severity and the presence or absence of a 'guilty mind' determine criminal sentencing. In a similar manner, in the classroom, the respective deter-minants of performance evaluation are exam score and the presence or absence of effort expenditure. In addition, the purposes of courtroom punishment (utilitarian and retributive) can also be observed in classroom settings and pupil impression management strategies concerning why they performed poorly can be viewed as attempts to communicate mitigating circumstances so that their punishment is lessened. Some additional consequences of this ill-fated metaphor are also examined.
CITATION STYLE
Niman, N. B. (2014). The Classroom as a Game Space. In The Gamification of Higher Education (pp. 127–143). Palgrave Macmillan US. https://doi.org/10.1057/9781137331465_8
Mendeley helps you to discover research relevant for your work.