scholarly journals Learning to play games or playing games to learn? A health education case study with Soweto teenagers

Author(s):  
Alan Amory

<span>The aim of this study was to investigate the use of an educational computer video game in teaching and learning. Cultural-historical activity theory is used heuristically to explore the social and cultural interactions during game play. It is argued that knowledge construction occurs when video games function as a tool to mediate learning rather than as instructional media. The unit of analysis is not the game as instruction but engagement with the game. Twelve 14 to 19 year old black orphans from Soweto, South Africa, participated in a case study. Groups of three participants, which included both sexes, played the game for at least six hours, kept a personal reflective journal, and after play answered a knowledge test and participated in a round-robin discussion. Results show that participants gained new knowledge, recognised that the game mediated their learning, identified the object of the activity and discussed how they might help their community. Results support the use of games as tools to mediate learning.</span>

2017 ◽  
Vol 14 (7-8) ◽  
pp. 742-762
Author(s):  
Michael Ryan Skolnik ◽  
Steven Conway

Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.


2016 ◽  
Vol 18 (3) ◽  
pp. 580
Author(s):  
Paula Cristina Lameu

Some scholars and researchers have been claiming we are in a New Materialist and Posthumanist era. It means that for the ones who are researching in Social Sciences, the focus is not only the human as the centre and the cause of what happens in the social realm. For human, nonhuman and inhuman are attributed the same importance in research once all of them are components of reality, inserted in nature.Reality is regarded as complex, not simple straightforward isolated cause and effect processes. This is how the classroom is supposed to be observed in educational research: not only teaching and learning, but these two processes and policy making, and identity construction, and emotional flows, and curriculum, and schooling, and…, and…The purpose of this paper is to reflect upon the complexity of the classroom environment regarded as an assemblage. The hypothesis is that all the components of the assemblage are equally vital, although some components are more vibratory than others. The theory of Vitalism from Driesch (1914) and the Vital Materialism from Bennett (2010a, 2010b) are used as the theoretical tools for analysis. Assemblage Ethnography (YOUDELL, 2015; YOUDELL and MCGIMPSEY, 2015) is the methodology of data collection. A multiple case study was developed in three different schools in United Kingdom: one Primary, one Secondary and one Post-secondary. The results suggest that teacher and students are the components who most influence on the classroom assemblage composition, decomposition and recomposition orienting the flows of matter-energy once they are change-creating agents.


2021 ◽  
Author(s):  
◽  
Fiona Walls

<p>This thesis presents the findings of a project that explored the ways in which primary school children developed understandings about mathematics, mathematical 'learning' and 'knowing' and themselves as learners of mathematics. The research aimed to describe the children's mathematical learning environments, to explore the ways in which children made meaning about mathematics through social interactions within these environments, and to identify elements of these environments that appeared to enhance or inhibit the children's learning of mathematics. Located within the body of literature that takes a sociocultural view of teaching and learning, the study adopted the theoretical framework of symbolic interactionism because of its usefulness in explaining how, through the social interactions of everyday life, an individual constructs and reconstructs personal versions of 'reality', including a sense of identity. Through this lens, familiar objects, routine events and everyday language surrounding the teaching and learning of mathematics were examined for their significance to young learners. The concept of the sociomathematical world was created and developed to describe the mathematical environment of the child as positioned within wider social networks. The sociomathematical world of the child was seen as the world of everyday life, the arena in which the child, through regular and routine interactions with others, negotiated meanings about, and made personal sense of, mathematics. The research focussed on ten case study children - four girls and six boys - all attending different schools, and selected randomly from the primary schools in the Wellington region of New Zealand. For three years, from the beginning of their third year at school to the end of their fifth, the children were regularly interviewed and observed in their classrooms. Other key participants in their sociomathematical worlds were also interviewed, including families, teachers, principals, and classmates. Evidence of teaching and learning was also gathered from children's books and assessment records, and linked to local and global curriculum documentation. A cumulative picture was compiled of the mathematical teaching and learning environments of these ten children. Originally intended to be presented as separate biographies, the data were instead collated and reported according to the four distinctive recurring themes that emerged from the findings: the emphasis of speed in mathematics teaching and learning; identification and differentiation based on socially constructed perceptions of mathematical 'ability'; the establishment of 'doing maths' as solo written work; the presentation of mathematics as consisting of 'correct' and non-negotiable facts and procedures. These dominant approaches to teaching and learning of mathematics were found to conform to deeply entrenched traditions, in which the learner was viewed as the passive recipient of, rather than an active participant in, education in general and mathematics education in particular. It was found that these taken-for-granted pedagogical cultures were not explicitly supported by the official curriculum. Marked negative effects of these common teaching practices were commonly observed: alienation, marginalisation and impoverished learning. These impacts were experienced in varying forms and at varying times, by all the case study children, suggesting that changed views of mathematics and of mathematical teaching and learning are needed if the learning potential of all children is to be fully realised.</p>


10.28945/3054 ◽  
2007 ◽  
Author(s):  
Gurparkash Singh ◽  
Louise Hawkins ◽  
Greg Whymark

This paper describes a model for studying collaborative knowledge building (CKB) as a group activity. We integrate the model described by Stahl (2000a) with an analysis based on the principles of cultural historical activity theory (CHAT), using the analysis of a self reflective case study to guide the description. The concept of the CKB activity system is developed, and the role of contradictions in CHAT is described. The case is then analyzed to show how the model explains collaboration in practice. The final model includes two additional cycles representing the role of reflective practice in CKB. The new model of CKB processes combined with the concept of the activity as the unit of analysis and the tools of CHAT provides an efficacious way of investigating collaborative knowledge building.


2017 ◽  
Vol 33 (3) ◽  
Author(s):  
Nguyen Van Tuan ◽  
Nguyen Thanh Hong An

The purpose of this study is to evaluate the application of social networks in assisting out-of-class interactions in the context of Vietnam. A group of lecturers and students from the Faculty of Economics and Business Administration, Dalat University was chosen to participate in a pilot scheme, using a social network called Edmodo to assist the out-of-class interactions between lecturers and students in the courses in charge in one academic year. The results show that the social network improves the efficiency of out-of-class interactions among participants and receive positive feedbacks from both students and lecturers. The results also indicate that the use of social networks in education is feasible and will improve the teaching and learning efficiency. However, the results also suggest that lecturers should carefully plan academic activities and provide students with proper incentives to motivate their participation into the class online interactive activities.


Panta Rei ◽  
2021 ◽  
Vol 15 ◽  
pp. 103-133
Author(s):  
Rocío Jiménez-Palacios ◽  
José María Cuenca López

La educación patrimonial a menudo se ha relacionado con el desarrollo de nuevas estrategias metodológicas, determinando la realización de buenas prácticas en el proceso de enseñanza y aprendizaje. Este estudio se centra en analizar cómo influye el uso de un videojuego en la enseñanza y aprendizaje de las Ciencias Sociales a través del patrimonio, atendiendo a las emociones que se generan en el aula. Se trata de una investigación cualitativa centrada en un estudio de caso donde han participado 31 alumnos/as de 1.º de ESO, la docente habitual y los investigadores. Los datos se han extraído de diversos instrumentos como un cuestionario, el diario de la docente o la producción de aula, entre otros que, posteriormente, han sido analizados a través de una tabla de categorías. Los resultados aportados denotan la importancia que tienen las emociones y la alteración de las metodologías habituales, mostrando una postura muy positiva en el aprendizaje. Heritage education has often been related to the development of new methodological strategies, determining the realization of good practices in the teaching and learning process. This research focuses on analyzing how the use of a video game influences the teaching and learning of Social Sciences through heritage, taking into account the emotions that are generated in the classroom. 31 students of 1st year of ESO, the regular teacher and the researchers have participated in this case study. The data have been extracted from various instruments such as the questionnaire, the teacher's diary or the classroom production itself, among others, which have subsequently been analyzed through a table of categories. The results provided denote the importance of emotions and the alteration of the usual classroom methodologies, showing a very positive position in the learning of the students.


Author(s):  
Pearl Smith

Case study is a popular research design within the social sciences despite concerns of its credibility. Case studies provide an in-depth exploration of the unit of analysis (case). Hence, data triangulation is a key characteristic of the design whose purpose is to provide a thick, rich, and contextual description. Data for varied sources enhances credibility of the study. However, studies involving only one source of evidence exist in peer reviewed publications. This paper reviews the nature of case studies and discusses the importance of data triangulation. Further, three published case studies involving a single source of data are reviewed and suggestions of more appropriate designs are provided.


Author(s):  
Carin Tunaker ◽  
Ian Bride ◽  
Daniela Peluso

This case study piece describes an approach to teaching and learning that has been successfully employed at the University of Kent, Canterbury. It offers a way of engaging students in real-world research and learning experiences that allow them to build skills, take on responsibility, and, at the same time, feel that they are making a valuable contribution to their University community. It is hoped that the story told here will inspire others to take similar initiatives in their own institutions.


Author(s):  
Jesús López-Belmonte ◽  
Adrian Segura-Robles ◽  
Arturo Fuentes-Cabrera ◽  
María Elena Parra-González

Innovation has allowed for and developed new ways of teaching and learning. Gamification is among the new training methodologies, which is a didactic approach based on the game structure with an attractive component for students. Within gamification, flipped learning and problem-based learning, escape rooms can be found as a technical aspect, which is focused on providing enigmas and tracks for the various educational content that students have assimilated through learning based on problem solving. The aim of this study is to identify how the use of gamification with the use of educational escape rooms affects activation and absence of a negative effect on students. 61 Master students of the Autonomous City of Ceuta participated in this case study. They were divided into three study groups (1 control group; 2 experimental groups) that followed different formative actions (control group—traditional; experimental groups—escape rooms). To achieve the objectives, a mixed research design based on quantitative and qualitative techniques was followed. The instrument used for data collection was the GAMEX (Gameful Experience Scale). The results reveal that the students who had taken a gamified formative action through escape rooms obtained better assessment results in the indicators concerning motivation, teamwork, commitment, activation, and absence of a negative effect on the learning process than those with the traditional methodology.


Author(s):  
Misron Zen Fatro ◽  
Edy Tri Sulistyo ◽  
Sugeng Nugroho

The social change dynamic in globalization era impacts on the students’ reduced love to local wisdom culture so that they understand poorly the meaning of local wisdom culture existence as cultural heritage rich of life prudence values. This research aimed to analyze the internalization of local wisdom culture values through I-Spring technology-based art and culture learning. The unit of analysis used in this qualitative research with case study approach was stakeholders of SMA Batik 2 Surakarta selected using purposive sampling technique. Techniques of collecting data used were observation, in-depth interview, and documentation. Data validation was carried out using source triangulation, while data analysis was carried out using an interactive model. The result of research showed that I-Spring technology-based art and culture learning could be a learning media facilitating the students to internalize local wisdom culture values. Through I-Spring learning media, students could internalize, externalize, and objectify local wisdom values in order to achieve the balance of students’ conscience, supra-ritual, and intellectuality related to God through the content of local wisdom values.    Keywords: Local wisdom, internalization; art and culture learning; i-Spring


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