2020
DOI: 10.1080/17439884.2020.1727500
|View full text |Cite
|
Sign up to set email alerts
|

Designing and assessing digital games in a classroom: an emerging culture of critique

Abstract: This study explores situated practices of game design critique in a Swedish 4th grade classroom. The analyses are based on video recordings of peer feedback activities within the context of a project on computational thinking using the software Scratch. Drawing on ethnomethodology and conversation analysis, the interactional and collaborative accomplishment of design critique is examined, focusing on how the participants make relevant norms and values concerning what constitutes a 'good' game. The results of t… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
7
0

Year Published

2021
2021
2023
2023

Publication Types

Select...
6

Relationship

0
6

Authors

Journals

citations
Cited by 12 publications
(7 citation statements)
references
References 28 publications
(37 reference statements)
0
7
0
Order By: Relevance
“…Relatively few studies ( n = 5) deliberately attended to cultural aspects of collaborative programming in CT. Overall, collaborative learning activities in CT can be used to promote the classroom culture of active participation (Brady et al, 2017), accountable culture (Worrell et al, 2015), culture of critique (Bowden & Aarsand, 2020), expressive culture (de Paula et al, 2018), and competitive culture (Eguchi, 2016).…”
Section: Resultsmentioning
confidence: 99%
See 3 more Smart Citations
“…Relatively few studies ( n = 5) deliberately attended to cultural aspects of collaborative programming in CT. Overall, collaborative learning activities in CT can be used to promote the classroom culture of active participation (Brady et al, 2017), accountable culture (Worrell et al, 2015), culture of critique (Bowden & Aarsand, 2020), expressive culture (de Paula et al, 2018), and competitive culture (Eguchi, 2016).…”
Section: Resultsmentioning
confidence: 99%
“…Tasks were usually assigned to the whole group with the following characteristics (1) group projects that pool each group member's knowledge and competence to complete (Ziaeefard et al, 2017), (2) open‐ended, which may encourage collaborating groups to brainstorm for new ideas (Papadakis, 2018), and (3) problem‐based, which can involve students into collaborative problem‐solving process (Çınar & Tüzün, 2021). The collaborative learning activities included collaboration activities (e.g., Kucuk & Sisman, 2020), competition activities (Witherspoon et al, 2016), and feedback activities (Bowden & Aarsand, 2020) that engage students in the learning process. Also, scaffolding provided to the students can be (1) a step‐by‐step activity sheet that was useful to guide students in properly performing the programming tasks with increased complexity levels (Atmatzidou & Demetriadis, 2016), (2) peer mentors (Chiazzese et al, 2019), and the facilitation from instructors during collaboration process (Fields et al, 2021).…”
Section: Resultsmentioning
confidence: 99%
See 2 more Smart Citations
“…The increasing popularity of the Internet and mobile devices requires that education professionals provide citizens with media literacy and training to have a criticalreflective viewpoint. Digital literacy is negotiated, adjusted, corrected and developed within an emerging criticism culture [29,30].…”
Section: Literature Review: Digital Media Mobile Devices and Teenagersmentioning
confidence: 99%