scholarly journals Meeting players where they are: Digital games and learning ecologies

2019 ◽  
Vol 50 (4) ◽  
pp. 1687-1712
Author(s):  
Donatella Persico ◽  
Marcello Passarelli ◽  
Francesca Pozzi ◽  
Jeffrey Earp ◽  
Francesca Maria Dagnino ◽  
...  

2016 ◽  
Vol 18 (2) ◽  
pp. 25-36
Author(s):  
Euis Meinawati ◽  
Eni Irfiani

This study aims to determine the effect of learning motivation and learning media toward English language proficiency. The method used in the study is an experiment with a 2x2 factorial design. The technique used to analyze the data in this study is the technique of analysis of variance (ANOVA) 2 lanes at significance level α = 0.05 and α = 0.01. If the analysis is found in the interaction, then followed by Tuckey test. Normality test conducted using the test Liliefors, while the homogeneity test using Bartlett's test with a confidence level of α = 0.05. The results showed that there were differences between the groups of English learning students learn to use digital games and movies for Fh (k) = 8,130 to Ft (0,05) = 4:04 (Fh (k)> Ft), then there is an interaction effect between English language learning with digital games and movies for Fh (bxk) = 26 168, with Ft (0,05) = 4:04 (Fh (k)> Ft), there are differences in English proficiency among students studying with digital games and learning with film on the group of students who have high motivation because the Q value of count is 9617, with Q table at significant level 5% the amount was 2.86, and that there was no difference between the English skills of students studying with digital games and learning with the film on group of students who have low motivation for the Q value of count is 0839 with the Q table at significant level of 5% was 2.86 magnitude. Keyword: English Language,  Learning Motivation, Learning Digital Media



2011 ◽  
pp. 75-107
Author(s):  
Katrin Becker

Serious games are digital games designed for purposes other than pure entertainment. This category includes educational games but it also includes a great deal more. A field that was unheard of until Ben Sawyer referred to it as Serious Games in late 2002 (Sawyer, 2003) has already grown so large that one can only hope to keep track of a very small part of it. The time is rapidly coming to an end when literature surveys of even one branch of Serious Games can be considered comprehensive. This chapter will examine the current state of the part of the serious games discipline that intersects with formal education, with a particular focus on design. The chapter begins broadly by looking at games in order to define the term serious game but then narrows to a specific focus on games for education. In this way, it provides an educational context for games as learning objects, distinguishes between traditional, (i.e. non-digital; Murray, 1998) and digital games, and classifies games for education as a subcategory of serious games while at the same time still being part of a larger group of interactive digital applications.



Author(s):  
Juho Kahila ◽  
Matti Tedre ◽  
Sanni Kahila ◽  
Henriikka Vartiainen ◽  
Teemu Valtonen ◽  
...  

In addition to gaming, there are many other activities around digital games. These metagame activities have so far been studied from the perspective of single metagame phenomena and rarely from the perspective of the children who play digital games. This exploratory, qualitative study provides an overview of children’s metagame activities. A total of 142 children’s essays and lists of their metagame activities were analyzed using qualitative content analysis. The children’s metagame activities included game-enabling activities, strategizing activities, discussing activities, information-seeking activities, creating and sharing activities, and consuming activities. The results contribute to the body of literature on metagaming and provide an overview of children’s metagame activities around digital games, as well as new perspectives on digital games and learning.





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