From Content to Context: Videogames as Designed Experience

Author:

Squire Kurt1

Affiliation:

1. Educational Communications and Technology, Department of Curriculum and Instruction, University of Wisconsin, 554b TEB, 225 N. Mills Street, Madison, WI 53706; . His areas of special interest include situated learning theory, videogames, and videogame culture, with research focusing on the design of game-based learning environments

Abstract

Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a designed experience. Players’ understandings are developed through cycles of performance within the gameworlds, which instantiate particular theories of the world (ideological worlds). Players develop new identities both through game play and through the gaming communities in which these identities are enacted. Thus research that examines game-based learning needs to account for both kinds of interactions within the game-world and in broader social contexts. Examples from curriculum developed for Civilization III and Supercharged! show how games can communicate powerful ideas and open new identity trajectories for learners.

Publisher

American Educational Research Association (AERA)

Subject

Education

Cited by 538 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. Digital games as contexts for problem-based learning in a Korean middle school;Pedagogies: An International Journal;2024-07-02

2. Navigating Failure in a Museum-Based Videogame: Convergent and Divergent Mechanisms of Collaboration as Potential Levers for Informal Learning About Climate Change;Journal of Science Education and Technology;2024-06-18

3. Children's approaches to solving puzzles in videogames;International Journal of Child-Computer Interaction;2024-06

4. Climate Club: A Group-based Game to Support Sensemaking of Climate Actions;Proceedings of the 19th International Conference on the Foundations of Digital Games;2024-05-21

5. The Effect of Educational Simulation on Learning and Academic Self-Efficacy of Students in Experiential Sciences Class;International Journal of New Findings in Health and Educational Sciences (IJHES);2024-04-01

同舟云学术

1.学者识别学者识别

2.学术分析学术分析

3.人才评估人才评估

"同舟云学术"是以全球学者为主线,采集、加工和组织学术论文而形成的新型学术文献查询和分析系统,可以对全球学者进行文献检索和人才价值评估。用户可以通过关注某些学科领域的顶尖人物而持续追踪该领域的学科进展和研究前沿。经过近期的数据扩容,当前同舟云学术共收录了国内外主流学术期刊6万余种,收集的期刊论文及会议论文总量共计约1.5亿篇,并以每天添加12000余篇中外论文的速度递增。我们也可以为用户提供个性化、定制化的学者数据。欢迎来电咨询!咨询电话:010-8811{复制后删除}0370

www.globalauthorid.com

TOP

Copyright © 2019-2024 北京同舟云网络信息技术有限公司
京公网安备11010802033243号  京ICP备18003416号-3