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Autor/inn/enRahimi, Farzan Baradaran; Kim, Beaumie
TitelPlayce-Making: Transformation of Space in a Participatory Game Design Project within a Canadian Junior High School
QuelleIn: Learning, Media and Technology, 48 (2023) 3, S.387-400 (14 Seiten)Infoseite zur Zeitschrift
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ZusatzinformationORCID (Rahimi, Farzan Baradaran)
ORCID (Kim, Beaumie)
Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN1743-9884
DOI10.1080/17439884.2022.2059764
SchlagwörterPlace Based Education; Play; Educational Change; Design; Student Projects; Cooperative Learning; Junior High School Students; Foreign Countries; Grade 9; Learner Engagement; Video Games; Student Experience; Canada
AbstractWhen we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a playce) activities in the classroom may provide adolescents with a rich learning context for teamwork, problem-solving, and knowledge creation. In our study, we observed ninth graders' engagements in game design projects at a Canadian suburban school. We discuss how learners created their own learning paths in transforming the actual space of their school, conceptually and typologically, into hybrid and virtual playces. Our research indicates that the typological transformation of space motivates learners to create or adopt narratives meaningful to them and their community from familiar spaces. (As Provided).
AnmerkungenRoutledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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