Publication Date:
2013
abstract:
Twenty-First Century skills like creativity, problem solving and collaboration are
acknowledged as fundamental in the technology-driven knowledge society.
Increasingly, education is being called on to support the development of such skills
from the earliest years. This paper examines a promising methodology for this purpose,
Learners' Digital Game Building (LDGB) and more specifically the design and
construction of digital games by learners working together in collaboration. Advocates
of Game-Based Learning (GBL) have long espoused its wide-scale adoption as a pillar
of modern, learner-centred education. LDGB takes this a step further: when students
design and make games rather than just play them, they invest themselves holistically
in the learning process. The authors believe that setting LDGB within an explicitly
collaborative framework will not only enhance educational affordances, but will also
prove an effective way to nurture learners' capacity to collaborate fruitfully, which
itself is a key Twenty-First Century Skill. The paper discusses the theoretical basis for
LDGB and describes its actuation in a European research project called MAGICAL.
The project aims to generate tools, resources and teacher know-how for implementing
collaborative LDGB activities, and to verify the validity and applicability of the
methodology in primary and lower secondary school.
Iris type:
04.01 Contributo in Atti di convegno
Keywords:
Game-Based Learning; Digital Game Building; collaboration; 21st century skills
List of contributors:
Dagnino, FRANCESCA MARIA; Earp, JEFFREY RONALD
Book title:
Learning & Teaching with Media & Technology, ATEE-SIREM Winter Conference 2013