Pedagogical Integration of Digital Game-Based Learning - Processes Involved

Eva Brooks*, Jeanette Sjöberg

*Kontaktforfatter

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

1 Citationer (Scopus)

Abstract

Aligned with the digital development in society, the use of digital game-based learning (DGBL) as a pedagogical enhancement has increased marked-ly in schools recently. However, due to various reasons, teachers are not always as enthusiastic to adopt the new technology in their classroom. In this paper we apply Engeströms activity system as an analytical approach to understand teachers’ considerations of opportunities, resistance or barri-ers and pedagogical functions of digital game-based learning as a teaching method. As related research has shown, there is a lack of research answering the question of how DGBL could be designed to structure and facilitate learning as well as of considering the classroom settings and barriers of im-plementing DGBL. We attempt to contribute to these problems by applying the activity system framework in the context of digital game-based learning (DGBL), in particular the interplay between resistance as an obstruction or opportunity and design of teaching activities by means of digital games. The research questions posed in the study are: 1) How do teachers evaluate the designs of digital games in relation to how they support or hinder learning? and 2) What kind of constraints do teachers identify while translating edu-cational games? The study applies a qualitative approach and includes cases of two separate workshops with a total of twelve participating teachers and one toy- and game designer. The workshops were designed to provide a framework for preschool- and primary school teachers to evaluate challeng-es and potentials of DGBL. Findings show, among other things, that when a game does not offer exploration or encourage curiosity, a game’s design be-comes simplistic and children lose their interest, revealing a gap between game mechanics and a game’s pedagogical relevance and usefulness. Fur-thermore, by starting to question the relevance of games, the teachers were able to appropriate digital educational games while assessing the game’s value in relation to a subject-specific area
OriginalsprogEngelsk
TitelDesign, Learning, and Innovation : 6th EAI International Conference, DLI 2021, Virtual Event, December 10-11, 2021, Proceedings
RedaktørerEva Brooks, Jeanette Sjöberg, Anders Kalsgaard Møller
Antal sider18
Vol/bind435
ForlagSpringer
Publikationsdato2022
Sider195-212
ISBN (Trykt)978-3-031-06674-0
ISBN (Elektronisk)978-3-031-06675-7
DOI
StatusUdgivet - 2022
Begivenhed6th EAI International Conference on Design, Learning, and Innovation, DLI 2021 - Virtual, Online
Varighed: 10 dec. 202111 dec. 2021

Konference

Konference6th EAI International Conference on Design, Learning, and Innovation, DLI 2021
ByVirtual, Online
Periode10/12/202111/12/2021
NavnLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
Vol/bind435
ISSN1867-8211

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