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Bringing Commercial Games into the Classroom
Authors:Pilar Lacasa [Author Vitae]  Laura Méndez [Author Vitae]
Affiliation:a Department of Developmental Psychology and Education, University of Alcalá, Alcalá de Henares 28043, Spain
b Department of Developmental Psychology and Education, Universidad Nacional de Educación a Distancia, Madrid 28040, Spain
Abstract:One of the challenges facing us when we try to bring commercial materials such as video games into the classroom to be used as educational tools is to identify appropriate strategies of collaboration with teachers, families, and even industries. This paper explores how multimedia contexts can be created in which children become active participants in a digital universe where multiple technologies are present (so that video games are just one of several digital tools). We present several examples derived from specific projects carried out in formal and informal educational contexts, in action research and from ethnographical perspectives. As participant observers in and outside the classroom, we designed workshops as innovative educational contexts; all the sessions were video and audio recorded. Our analysis adopted a socio-cultural perspective. Several preliminary results clearly appeared: (a) Children playing commercial games inside and outside classrooms produce different writing texts depending of the context in which they are generated; (b) using video games combined with other digital technologies seems to be an effective way of introducing children to the content and structure of games considered as dynamic systems; (c) using and reflecting on video games in and outside the school, via discussions in digital media such as blogs or pictures, can contribute to the development of digital literacies as a way of using multimodal discourses. Our main goal at this moment is to design digital materials capable of supporting teachers’ and families’ use of games and in particular, to reveal the rules that organize their structure, codes and symbolic universe.
Keywords:Commercial video games  New literacies  Educational contexts  Bakhtin  Formal and informal learning
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