Title
Meeting players where they are: Digital games and learning ecologies
Abstract
This paper explores the relationship between digital games and learning along the continuum from formal to informal learning. Games are an increasingly important component of our learning ecologies but their potential can prove difficult to fully harness due to the downsides of gaming in informal contexts and to the limitations games can present when adopted in formal learning contexts. The aim of this paper is to shed light on the strengths and weaknesses of games for learning, and to gather stakeholder recommendations for the main actors in the field. The adopted research approach is qualitative and participatory, involving players, teachers, parents, researchers and developers. Data from 25 interviews and 11 focus groups yielded insights into the educational, psychological and ethical aspects of play. Results suggest that gameplay influences individuals in a very personal manner, and that its effects cover a wide range of skills, extending to identity development. Hence, to harness this potential, all actors in the ecology need strong awareness of both the affordances and the risks of games, and deep respect for individuals' LEs. The study has implications for a wide range of actors, including educators, players, researchers, parents, game developers and policymakers.
Year
DOI
Venue
2019
10.1111/bjet.12777
BRITISH JOURNAL OF EDUCATIONAL TECHNOLOGY
Field
DocType
Volume
Informal learning,Stakeholder,Public relations,Computer science,Formal learning,Knowledge management,Teaching method,Game Developer,Strengths and weaknesses,Informal education,Focus group
Journal
50.0
Issue
ISSN
Citations 
SP4.0
0007-1013
0
PageRank 
References 
Authors
0.34
0
6
Name
Order
Citations
PageRank
Donatella Persico19414.77
Marcello Passarelli200.34
Francesca Pozzi316025.21
Jeffrey Earp41088.71
Francesca Maria Dagnino5348.88
Flavio Manganello600.34