期刊论文详细信息
Research and Practice in Technology Enhanced Learning
Learning in digital play: a dual case study of video gamers’ independent play
Weimin Toh1  Fei Victor Lim2 
[1] Department of English Language and Literature, National Institute of Education, Nanyang Technological University, Nanyang Walk, NIE3-03-02 (C3), 637616, Singapore, Singapore;Department of English Language and Literature, National Institute of Education, Nanyang Technological University, Nanyang Walk, NIE3-03-109, 637616, Singapore, Singapore;
关键词: Digital play;    Learning;    Video games;    Literacy practices;    Social semiotics;   
DOI  :  10.1186/s41039-022-00182-2
来源: Springer
PDF
【 摘 要 】

This paper explores the implications of youths’ out-of-school gaming practices for teaching and learning in formal and informal learning contexts. We report on a study where we examined the video game play of two youths using a case study approach. User experience approaches, e.g. the think-aloud protocol and interviews, were grounded in the theoretical framework of social semiotics to analyse the gameplay videos and to discuss the implications for the youths’ learning. The paper contends that youths are demonstrating critical thinking, empathy, and multimodal literacy through their gameplay. We offer suggestions for how adults can use video games for youths’ learning.

【 授权许可】

CC BY   

【 预 览 】
附件列表
Files Size Format View
RO202202170112954ZK.pdf 1126KB PDF download
  文献评价指标  
  下载次数:17次 浏览次数:10次