2023
DOI: 10.24140/ijfma.v8.n1.04
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Game-Based Learning in Higher Education Using Analogue Games

Vicky Maratou,
Firdaous Ennami,
Filipe Luz
et al.

Abstract: Games have been effective in helping people to interact with one another and learning more about the culture they inhabit (Piaget, 1962). The importance of games and their centrality to culture is pointed out by Huizinga (1944) who suggested using them as a medium to organise our lived experience and as an escape from their pragmatic focus (Ruckenstein, 1992). The “playful” nature of games results in escapism because it often hides the seriousness of their outcomes (Bateson, 2014; Henricks, 2006). For instance… Show more

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Cited by 9 publications
(4 citation statements)
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“…Through a more empirical lens, and by interviewing 18 experts from four European countries, Maratou et al (2023) showed the existence of heterogeneous perceptions regarding the implementation of inclusivity measures in GBL, since each interviewee had a different way to answer the question "What measures of inclusivity are being practiced within GBL classes?". Some did not see inclusivity as a problem or had not needed to consider it before.…”
Section: State Of the Art In Analogue Gaming Accessibilitymentioning
confidence: 99%
“…Through a more empirical lens, and by interviewing 18 experts from four European countries, Maratou et al (2023) showed the existence of heterogeneous perceptions regarding the implementation of inclusivity measures in GBL, since each interviewee had a different way to answer the question "What measures of inclusivity are being practiced within GBL classes?". Some did not see inclusivity as a problem or had not needed to consider it before.…”
Section: State Of the Art In Analogue Gaming Accessibilitymentioning
confidence: 99%
“…There has been an increasing interest in using analogue GBL to tackle different educational and developmental challenges in recent years (Maratou et al, 2023;Sousa et al, 2023a). This emergence of the analogue may be a natural response to over-digitization, digital fatigue and, at the same time, the technological barriers that exist in some educational contexts (Marenco, & Seidl, 2021;Sousa et al, 2023b).…”
Section: Introductionmentioning
confidence: 99%
“…While there is a predominance of digital games in GBL research, board games have been approached as feasible educational alternatives that should be valued for three fundamental reasons. Firstly, their value for operationalising abstract concepts, given that the player's understanding of the game system is fundamental for it to work (Maratou et al, 2023). Secondly, its economic accessibility presents itself as a solution to digital access barriers that are still very present in educational contexts (Sousa et al, 2023a).…”
Section: Introductionmentioning
confidence: 99%