Literaturnachweis - Detailanzeige
Autor/inn/en | Toh, Weimin; Lim, Fei Victor |
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Titel | Learning in Digital Play: A Dual Case Study of Video Gamers' Independent Play |
Quelle | In: Research and Practice in Technology Enhanced Learning, 17 (2022), Artikel 6 (17 Seiten)Infoseite zur Zeitschrift
PDF als Volltext |
Zusatzinformation | ORCID (Toh, Weimin) ORCID (Lim, Fei Victor) |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1793-7078 |
DOI | 10.1186/s41039-022-00182-2 |
Schlagwörter | Video Games; Teaching Methods; Leisure Time; Critical Thinking; Empathy; Skill Development |
Abstract | 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. (As Provided). |
Anmerkungen | Springer. Available from: Springer Nature. One New York Plaza, Suite 4600, New York, NY 10004. Tel: 800-777-4643; Tel: 212-460-1500; Fax: 212-460-1700; e-mail: customerservice@springernature.com; Web site: https://link.springer.com/ |
Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2024/1/01 |