Games for change and transformative learning : an ethnographic case study

作者: Nicole Podleschny

DOI:

关键词: Actor–network theoryPsychologyMathematics educationGame studiesOutcome (game theory)Transformative learningMagic circleGame mechanicsKnowledge managementContext (language use)Participant observation

摘要: This thesis aims to contribute a better understanding of how serious games/games for change function as learning frameworks transformative in an educational setting. study illustrates the meaning-making processes and with through computer gameplay are highly contingent, significantly influenced by uncertainties situational context. The focuses on SCAPE, simulation game that addresses urban planning sustainability. SCAPE is based real-world scenario Kelvin Grove Urban Village, inner city redevelopment area Brisbane, Queensland, Australia. The embedded within program, I thus account various experiences different school classes participating this program. networks emerging from interactions between students/players, educators, facilitators, technology, researcher, well setting, result unanticipated, controversial, sometimes unintended outcomes. To unpack play, games, adopts ecological approach considers magic circle its wider context. Using Actor-Network Theory ontological lens inquiry, methods investigation include extensive literature review, ethnographic participant observation student teacher questionnaires, finishing interviews designers facilitators SCAPE. Altogether, these address my research aim understand heterogeneous actors engage relationships around gameplay, illustrate their conflicting understandings enable, shape or constrain (transformative) experience. To disentangle complexities, focus continuously shifts following modes inquiry into „h To describe analyse designed artefact. „h examine players/students constituted network. „h trace relations players/students, teachers, designers, consider boundaries respective ecology configured negotiated. „h draw out implications game-based using example introducing settings. Accounting detail five classes, accounts represent, each own right, distinct controversial forms engagement gameplay. practices negotiations all assembled human non-human highlight contingent nature learning. In sum, they offer but no means exhaustive examples emerge assemblages actors. This thesis, hence, setting accompanied considerable unpredictability uncertainty. As ordinary life spills leaks experiences, group dynamics argue overly deterministic assertions gamei¦s intention, too narrowly defined outcome, can our inquiries hinder efforts further elucidate evolving Instead, posits playing relational effects ecology, where networked (partial) enrolment process translation. attempts foreground rich opportunities exploring network practices.

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