Productive Play: Participation and Learning in Digital Game Environments

Publication Type  Unpublished
Year of Publication  2007
Authors  Galarneau, Lisa
Key Words  learning; education; digital games; participatory culture; participation; perceived playfulness
Abstract  

Although there is considerable interest in the idea of using games for learning, success in this area has proven elusive. Clearly it is challenging to take established curricula developed for other media types and attempt to fit them into open-ended game contexts where content is secondary to experience. Digital games are very effective for learning, but they represent a type of productive play that does not fit neatly within established educational paradigms. Furthermore, play and learning take on new dimensions within the context of an increasingly participatory culture that blurs traditional boundaries between producers and consumers, as well as teachers and learners. In participatory contexts, learning is a systemic activity where the contributions of the individual contribute to the larger collective intelligence, and learning is often a by-product of play or creativity. Attempts to use games for learning must take this broader context into account and acknowledge the shifting expectations and emerging literacies of learners steeped in a digital culture that introduces and reinforces new standards for play and participation.

Notes  

Submitted to International Journal of Advanced Technology for Learning
accessed online version Nov 13, 2007

URL  http://lisa.socialstudiesgames.com/productive_play.pdf

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