2019
DOI: 10.18261/issn.1891-943x-2019-03-04-02
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Productive Disciplinary Engagement and Videogames

Abstract: Interactive learning environments such as videogames may facilitate learning through engagement. However, not all kinds of engagement are relevant to learning in formal education; much depends on the use of pedagogical approaches and videogames in the classroom. This study investigates a curricular unit in an upper secondary class using the commercial videogame The Walking Dead to teach ethical theories in a citizenship course. We focus on how the teacher's design of the lesson facilitated students' disciplina… Show more

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Cited by 7 publications
(5 citation statements)
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“…Learning media, namely visual, audio-visual, and text learning media. This follows the statement written by [21] in his book entitled Digital Literacy. Digital literacy is " the ability to understand and use information in various forms from various sources accessed through computer devices."…”
Section: Fig 3 One-to-one Evaluation Resultsmentioning
confidence: 54%
“…Learning media, namely visual, audio-visual, and text learning media. This follows the statement written by [21] in his book entitled Digital Literacy. Digital literacy is " the ability to understand and use information in various forms from various sources accessed through computer devices."…”
Section: Fig 3 One-to-one Evaluation Resultsmentioning
confidence: 54%
“…Studies dealing with the sequence of the learning process point to how learners interact, not only in certain situations but also across situations. In distinguishing the infinite interconnections within the data, we describe an analytical solution that implicates two analysis levels (de Sousa & Rasmussen, 2019). At the first level, the overall learning process is examined, and the students' progress within the temporal boundary of the unit is analysed.…”
Section: Discussionmentioning
confidence: 99%
“…However, during the last few years, the vision of video games has broadened and extended to different perspectives, among which education has become a central theme for research [5][6][7]. In that sense, their more practical application in the school world has provided a very rich source of literature during the last five years.…”
Section: Theoretical Framework and State Of Artmentioning
confidence: 99%
“…This study, which focuses on consumption habits and motivations, is based on previous studies that have already gone deeper into this field. With regard to consumption habits, research has been carried out by the authors of [6,12,13] focusing on adolescents, although it is also worth mentioning the study [14] by Maya et al, which focused on online multiplayer video games. Within the study of habits, we can find studies focusing on different populations [15,16], including the incidence on the self-concept of university students and primary school children [17,18]; e-sports events attendees [19]; and how the prolonged use of video games affects the perception of violence [20] and gender differences about it.…”
Section: Theoretical Framework and State Of Artmentioning
confidence: 99%
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