2017
DOI: 10.1080/00087041.2017.1386342
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Encountering Place: Mapping and Location-Based Games in Interdisciplinary Education

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Cited by 15 publications
(13 citation statements)
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“…This aligns with Gee's understanding of disciplinary knowledge as "design space" with their own "design grammar" and thereby the need for critical reflection on the rules and technologies used in and thus upholding these knowledge domains [14]. This approach will only further strengthen the interdisciplinary core of the Spationomy project which, to quote earlier map-based learning research [79], Spationomy 2.0, then, is the next step in an ongoing exploration of the potential of play for learning across such divides.…”
Section: Discussionmentioning
confidence: 81%
“…This aligns with Gee's understanding of disciplinary knowledge as "design space" with their own "design grammar" and thereby the need for critical reflection on the rules and technologies used in and thus upholding these knowledge domains [14]. This approach will only further strengthen the interdisciplinary core of the Spationomy project which, to quote earlier map-based learning research [79], Spationomy 2.0, then, is the next step in an ongoing exploration of the potential of play for learning across such divides.…”
Section: Discussionmentioning
confidence: 81%
“…The scientific preoccupation with games and plays only began during the end of the 18th century in the field of evolutionary research (Gordon 2008), until it was finally introduced to didactics, especially in the fields of psychology, pedagogy, and sociology (Sutton-Smith 1997;Oerter 2007;Coccoli et al 2015;Stintzing et al 2020). Until the 20th century, it was primarily focused on the play of (young) children, but it was not until the 1970s and 1980s that psychology and sociology began to approach the study of play in adulthood (e.g., Cohen 1985;Betcher 1981), which has gained a lot of interest up until today, especially in connection with computer games (Pánek et al 2018;Scharpf 1997;Beil et al 2018;Beil et al 2015). However, beyond this, it has remained rather rudimentary in many cases, until today (cf.…”
Section: The Social Significance Of Gamesmentioning
confidence: 99%
“…Bei diesem Spielgenre bewegen sich die Spielenden mithilfe eines digitalen Endgerätes, welches mit GPS und Karte ausgestattet ist (z. B. Smartphone), im physischen Raum und suchen als aktive Akteurinnen und Akteure bestimmte, meist vorgegebene Koordinaten auf (Pánek et al 2017). Ist ein solcher Zielpunkt erreicht, werden auf dem Endgerät spezifische Situationen aktiviert, beispielsweise das Auftauchen eines virtuellen Charakters oder die Vergabe digitaler Informationen und Aufgabenstellungen.…”
Section: Grundannahmen Der Spielerischen Wissensvermittlungunclassified