2014
DOI: 10.1080/17439884.2013.872655
|View full text |Cite
|
Sign up to set email alerts
|

The politics of gaming in schools: a sociocultural perspective from Western Australia

Abstract: This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions were revealed between the opportunities presented by educational gaming and the perceived problem of managing student distraction, particularly the tendency for stud… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
18
0

Year Published

2015
2015
2019
2019

Publication Types

Select...
4
1

Relationship

0
5

Authors

Journals

citations
Cited by 10 publications
(18 citation statements)
references
References 27 publications
0
18
0
Order By: Relevance
“…aged 10-11 (Hwang et al 2013). Secondary (11-18) was well represented (Bate et al 2014;Bowen et al 2014;Shahriarpour 2014;Annetta et al 2013;Liu and Chu 2010;ter Vrugte et al 2017); however, only one paper attempted longitudinal study over a 3-year period (Bate et al 2014), with most studies focusing on a particular class or group within an academic year. Tertiary age (17+) was the focus of another group of papers (Lin and Lin 2014;Seng and Yatim 2014;Peng et al 2017;Ameerbakhsh et al 2018;Neville et al 2009;Monteiro et al 2011;Norton et al 2008), one of which investigated adult learning alongside university students (Norton et al 2008).…”
Section: Settingmentioning
confidence: 99%
See 2 more Smart Citations
“…aged 10-11 (Hwang et al 2013). Secondary (11-18) was well represented (Bate et al 2014;Bowen et al 2014;Shahriarpour 2014;Annetta et al 2013;Liu and Chu 2010;ter Vrugte et al 2017); however, only one paper attempted longitudinal study over a 3-year period (Bate et al 2014), with most studies focusing on a particular class or group within an academic year. Tertiary age (17+) was the focus of another group of papers (Lin and Lin 2014;Seng and Yatim 2014;Peng et al 2017;Ameerbakhsh et al 2018;Neville et al 2009;Monteiro et al 2011;Norton et al 2008), one of which investigated adult learning alongside university students (Norton et al 2008).…”
Section: Settingmentioning
confidence: 99%
“…This principle was integrated through, for example, adventure games (Shafie and Ahmad 2010) and visual novels, where such decisions are the main interaction players have (Bowen et al 2014). World building was a well-represented section, appearing in a number of studies (Shafie and Ahmad 2010;Bate et al 2014;Bowen et al 2014;Shahriarpour 2014;Lin and Lin 2014;Seng and Yatim 2014;Peng et al 2017;Garcia and Pacheco 2013;Hwang et al 2013;Hwang et al 2015;Wang et al 2018;Yang et al 2010;Annetta et al 2013;Liu and Chu 2010;Ameerbakhsh et al 2018;Neville et al 2009;Kiger et al 2012;Su and Cheng 2013;ter Vrugte et al 2017;Diah et al 2012;Monteiro et al 2011;Norton et al 2008). Commercial games such as SimCity allowed players to learn while creating and developing their world during their integration of the game into the classroom (Lin and Lin 2014).…”
Section: Student-centred Learningmentioning
confidence: 99%
See 1 more Smart Citation
“…A parallel strand of scholarship explores the role of games in developing the kinds of generic skill sets or dispositions that are sometimes badged as twenty-first century skills (e.g. Chee 2015) or life-long learning competencies (Bate, MacNish, and Males 2015). This encompasses references to the ways that games can encourage team work, collaboration, communication, and negotiation skills, and foster creativity, risk-taking, or problem-solving (Jenkins et al 2009).…”
Section: Introductionmentioning
confidence: 98%
“…It is worth noting that my focus here is not the teacher's use of the game or its effectiveness in supporting learning although, as others have argued (e.g. Bate et al 2014;Steinkuehler et al 2012), these are important areas to consider. The teacher was interested in exploring ways of using games to 'enhance' the existing curriculum and to 'transform' learning experiences in the classroom (Burnett et al 2005).…”
Section: 'Being Together'-an Episode In 4 Partsmentioning
confidence: 99%