FORMS OF LEARNING IN COLLABORATIVE VIDEO GAME PLAY
Author:
- Matthew J. SharrittMSMatthew J. Sharritt
- 1 July 2008
- journal article
- research article
- Published by Asia-Pacific Society for Computers in Education in Research and Practice in Technology Enhanced Learning
- Vol. 03 (02) , 97-138
Abstract
Extensive literature has shown that games provide engaging, dynamic, and authentic learning contexts. An understanding of how learning takes place while gaming can inform the design of effective educational games and aid their integration into contemporary classrooms. This study used inductive methods to provide a detailed description of the use of video games for learning in a school setting. Results demonstrate that learning occurred across multiple levels and multiple granularities, and can be triggered by particular cues in the game or social environment. Characteristics of the most frequently occurring instances of learning are discussed. Results of this study suggest great potential for the use of games in education for learning, and can inform future game design.Keywords
This publication has 9 references indexed in Scilit:
- The Play of ImaginationGames and Culture, 2007
- EMBODIMENT, EMBEDDEDNESS, AND EXPERIENCE: GAME-BASED LEARNING AND THE CONSTRUCTION OF IDENTITYResearch and Practice in Technology Enhanced Learning, 2007
- Technology affordances for intersubjective meaning making: A research agenda for CSCLInternational Journal of Computer-Supported Collaborative Learning, 2006
- The Four-Phase Model of Interest DevelopmentEducational Psychologist, 2006
- Epistemic frames for epistemic gamesComputers & Education, 2006
- From visual simulation to virtual reality to gamesComputer, 2005
- An Experimental Study of the Effects of Representational Guidance on Collaborative Learning ProcessesJournal of the Learning Sciences, 2003
- Situated Learning1991
- Situated Cognition and the Culture of LearningEducational Researcher, 1989