Digital Games as Media for Teaching and Learning: A Template for Critical Evaluation

Author:

Pötzsch Holger1ORCID,Hansen Therese Holt2,Hammar Emil Lundedal34

Affiliation:

1. UiT The Arctic University of Norway Faculty of Humanities Social Sciences and Education, Tromsø, Norway

2. Ishavsbyen Upper-Secondary School, Tromsø, Norway

3. University of Tampere, Tampere, Finland

4. Royal Danish Academy of Fine Arts, Copenhagen, Denmark

Abstract

BackgroundVideogames can be useful tools for teaching and learning. To plan educational uses, potential benefits and possible problematic aspects of specific titles need to be critically assessed by teachers and school leaders prior to implementation.Theory and MethodBased on game ontological models, we identify salient areas of inquiry in games research and use these to structure a template for evaluation. This way we operationalize foundational games research and put key insights to practical use in the planning and preparation of videogame-based teaching sessions.AimsWe develop a template for the evaluation of videogames as tools for and objects of teaching and learning to facilitate critical uses of these technologies in schools and other educational settings.ResultsWe present a template for critical evaluation to facilitate the use of videogames for educational endeavors. The template distinguishes between videogames as tools for and objects of teaching and learning and is structured along the game ontological dimensions of 1) sign system, 2) rules and mechanics, 3) materiality and 4) players, and includes aspects of both representation and simulation. This way, we disentangle a complex phenomenon and make its components amendable for critical analysis and constructive intervention.Discussion and ConclusionWe offer illustrating examples for how the template can be used to assess the usability of specific titles in education and discuss advantages and disadvantages. Finally, we suggest steps for implementation and further improvement.

Publisher

SAGE Publications

Subject

Computer Science Applications,General Social Sciences

Reference60 articles.

1. Cybertext

2. Aarseth E. (2007). ‘I Fought the Law’: Transgressive Play and the Implied Player.Proceedings of DiGRA 2007. http://www.digra.org/wp-content/uploads/digital-library/07313.03489.pdf

3. Aarseth E, Calleja G. (2015). The Word Game: The Ontology of an Indefinable Object.Proceedings of the FDG. https://www.semanticscholar.org/paper/The-Word-Game%3A-The-ontology-of-an-undefinable-Aarseth-Calleja/505c0ff292fea483cd34620053eab4fc95d1eb03

4. What games studies can teach us about videogames in the English and Literacy classroom

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