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Meeting players where they are: Digital games and learning ecologies
- Source :
- British journal of educational technology, 50 (2019): 1687–1712. doi:10.1111/bjet.12777, info:cnr-pdr/source/autori:Persico D.; Passarelli M.; Pozzi F.; Earp J.; Dagnino F.M.; Manganello F./titolo:Meeting players where they are: Digital games and learning ecologies/doi:10.1111%2Fbjet.12777/rivista:British journal of educational technology (Print)/anno:2019/pagina_da:1687/pagina_a:1712/intervallo_pagine:1687–1712/volume:50
- Publication Year :
- 2019
- Publisher :
- Zenodo, 2019.
-
Abstract
- This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present when adopted in formal learning contexts. The aim of this paper is to shed light on the strengths and weaknesses of games for learning, and to gather stakeholder recommendations for the main actors in the field. The adopted research approach is qualitative and participatory, involving players, teachers, parents, researchers and developers. Data from 25 interviews and 11 focus groups yielded insights into the educational, psychological and ethical aspects of play. Results suggest that gameplay influences individuals in a very personal manner, and that its effects cover a wide range of skills, extending to identity development. Hence, to harness this potential, all actors in the ecology need strong awareness of both the affordances and the risks of games, and deep respect for individuals' LEs. The study has implications for a wide range of actors, including educators, players, researchers, parents, game developers and policymakers. [ABSTRACT FROM AUTHOR] uracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Subjects :
- 050101 languages & linguistics
Learning ecology, digital games, game-based learning, motivation, inclusion, identity development, framework analysis
serious games
business.industry
Teaching method
05 social sciences
Learning Ecologies
Stakeholder
ComputingMilieux_PERSONALCOMPUTING
050301 education
Entertainment games
Informal education
Informal learning
Public relations
Focus group
Education
0501 psychology and cognitive sciences
Sociology
Game-Based Learning
Game Developer
business
0503 education
gaming horizons
Formal learning
Strengths and weaknesses
Subjects
Details
- Language :
- English
- Database :
- OpenAIRE
- Journal :
- British journal of educational technology, 50 (2019): 1687–1712. doi:10.1111/bjet.12777, info:cnr-pdr/source/autori:Persico D.; Passarelli M.; Pozzi F.; Earp J.; Dagnino F.M.; Manganello F./titolo:Meeting players where they are: Digital games and learning ecologies/doi:10.1111%2Fbjet.12777/rivista:British journal of educational technology (Print)/anno:2019/pagina_da:1687/pagina_a:1712/intervallo_pagine:1687–1712/volume:50
- Accession number :
- edsair.doi.dedup.....5914133155afc96d594a61d767a8498d