Data di Pubblicazione:
2019
Abstract:
In recent times, numerous researchers and educators have been
exploring playful learning with digital games in both formal and informal
contexts. This study explores the point of view of players on the relationship
between digital games and learning, based on a set of semi-structured interviews
and two workshops involving relevant stakeholder groups (players, teachers,
trainee teachers, and parents). Analysis of the gathered qualitative and quantitative
data reveals that both players and educators agree that games have educational
potential, but the assumption of blanket learner enthusiasm for game
based learning is not always accurate. In particular, players have some resistance
towards serious games, which are seen as less appealing than "real" videogames.
In addition, some players and some teachers feel that the use of games in formal
learning contexts contradicts the fundamental freedom intrinsic to the act of
playing. Players are aware of the risks video-gaming presents, but they do not
appear to be fully aware of its learning potential, as most mention lower order
skills (memory, attention, reaction time) rather than academic knowledge and
soft skills. Some mention game potential for the development of their social,
cultural and gender identity, with consequential positive effects on their ethical
beliefs. Players also point out the importance of videogame education for
teachers, parents and for themselves. Lastly, they feel the need for innovation in
games that, through innovative game mechanics and narratives, enhances the
cultural and artistic component of games.
Tipologia CRIS:
02.01 Contributo in volume (Capitolo o Saggio)
Keywords:
Game-Based Learning; Players' attitudes; Serious games; entertainment games; informal learning; formal learning
Elenco autori:
Dagnino, FRANCESCA MARIA; Passarelli, Marcello; Pozzi, Francesca; Earp, JEFFREY RONALD; Persico, DONATELLA GIOVANNA; Manganello, Flavio
Link alla scheda completa:
Titolo del libro:
Games and Learning Alliance