Young people, online gaming culture, and education


Autoria(s): Beavis, Catherine
Contribuinte(s)

Wyn, Johanna

Cahill, Helen

Data(s)

01/01/2015

Resumo

The capacity of video games to engage and challenge players through increasingly complex and demanding stages and the range of cognitive, linguistic, and sociocultural practices generated by games and game play have led to increased interest in the use and study of video games in schools. Views of digital games as “hard fun” or “serious play” have important implications for education, problematizing assumptions about what students can and might be asked to do, about teaching and learning, and about the ways in which curriculum is resourced and organized. To fully capitalize on games’ potential to enrich learning, the nature of play, the kinds of play entailed in playing games of varying genres, the experience of game play in and out of school, and the relationship between them all need to be carefully considered and explored.

Identificador

http://hdl.handle.net/10536/DRO/DU:30085660

Idioma(s)

eng

Publicador

Springer

Relação

http://dro.deakin.edu.au/eserv/DU:30085660/beavis-youngpeople-2015.pdf

http://www.dx.doi.org/10.1007/978-981-4451-15-4_32

Direitos

2015, Springer

Tipo

Book Chapter