2013
DOI: 10.1080/1369118x.2013.808365
|View full text |Cite
|
Sign up to set email alerts
|

Beyond gamification: reconceptualizing game-based learning in early childhood environments

Abstract: The recent promotion and adoption of digital game-based learning (DGBL) in K-12 education presents compelling opportunities as well as challenges for early childhood educators who seek to critically, equitably and holistically support the learning and play of today's so-called digital natives. However, with most DGBL initiatives focused on the increasingly standardized 'accountability' models found in K-12 educational institutions, the authors ask whose priorities, identities and notions of play this model rei… Show more

Help me understand this report
View preprint versions

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

1
44
0
5

Year Published

2015
2015
2020
2020

Publication Types

Select...
5
4
1

Relationship

0
10

Authors

Journals

citations
Cited by 77 publications
(50 citation statements)
references
References 43 publications
1
44
0
5
Order By: Relevance
“…Within the field of education, gamification has been integrated in many areas, such as professional training in the area of physical knowledge [22], driver behavioral change [23], and early childhood learning [24]. Hamari, Koivisto and Sarsa [7] conducted a systematic literature review of empirical studies on the efficacy of gamification.…”
Section: Gamification Practices In Educationmentioning
confidence: 99%
“…Within the field of education, gamification has been integrated in many areas, such as professional training in the area of physical knowledge [22], driver behavioral change [23], and early childhood learning [24]. Hamari, Koivisto and Sarsa [7] conducted a systematic literature review of empirical studies on the efficacy of gamification.…”
Section: Gamification Practices In Educationmentioning
confidence: 99%
“…Unlike apps that are designed for teaching or practicing specific skills or curriculum content, these open-ended apps allowed the children to respond to and interpret the social and physical context around them in ways that were meaningful to them (Prinsloo, 2005;Prinsloo & Rowsell, 2012). Unlike digital games which can disrupt the intrinsic meaning, motivation, and autonomy inherent in play by imposing rules, goals, and rewards (Nolan & McBride, 2014), the open-ended apps kept the children firmly in the driver's seat.…”
Section: Discussionmentioning
confidence: 99%
“…We advance the literature on the efficacy of SG to promote and teach entrepreneurship (Neck and Greene, 2011). The recent promotion of DGBL in education presents convincing opportunities and challenges for early childhood educators for today's so-called digital natives (Nolan and McBride, 2014). In this article a focus lies on EE using DGBL.…”
Section: Introductionmentioning
confidence: 98%