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Bad Game, Good Learning: Examining the Contradictions of Digital Game-Based Learning
Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi. (Interaction Lab (ILAB))ORCID-id: 0000-0003-1458-8557
Högskolan i Skövde, Institutionen för informationsteknologi. Högskolan i Skövde, Forskningsmiljön Informationsteknologi. (Interaction Lab (ILAB))
2020 (engelsk)Inngår i: Proceedings of the 14th European Conference on Game Based Learning: A Virtual Conference hosted by The University of Brighton / [ed] Panagiotis Fotaris, Reading, UK: Academic Conferences and Publishing International Limited, 2020, s. 67-76Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This paper aims to explore some of the inherent dichotomies between games and learning. This is not referring to the already thoroughly discussed challenge of merging learning content into appealing and engaging game design, but rather to a more fundamental question whether games, as a medium and as technological objects, are well suited to convey learning content. In order to anchor this discussion in something more concrete, the paper will describe a project in which a learning game was created, and describe some of the main development and design challenges encountered during the project. These challenges revealed a necessity of often going in directions directly opposed to what is considered to be good game design principles, as well as limitations in what type of messages the medium of digital games can efficiently convey. For example, clear goals and progression, feedback on actions, providing players with clear information, and empowering player agency, while often suitable in creating good games, are not suitable when representing complex issues in educational games. Based on these insights, the paper concludes with a broader discussion regarding the validity of some core tenets of game-based learning, and calls for a less instrument-focused and game-oriented way of creating and discussing games’ relationship to learning and education.

sted, utgiver, år, opplag, sider
Reading, UK: Academic Conferences and Publishing International Limited, 2020. s. 67-76
Serie
Proceedings of the European Conference on Games Based Learning, ISSN 2049-0992, E-ISSN 2049-100X
Emneord [en]
game-based learning development, game design, designing for learning, Flow, game industry
HSV kategori
Forskningsprogram
Interaction Lab (ILAB)
Identifikatorer
URN: urn:nbn:se:his:diva-19111DOI: 10.34190/GBL.20.079Scopus ID: 2-s2.0-85096688040ISBN: 978-1-912764-70-9 (digital)ISBN: 978-1-912764-71-6 (tryckt)OAI: oai:DiVA.org:his-19111DiVA, id: diva2:1470670
Konferanse
14th European Conference on Game Based Learning (ECGBL 2020) hosted by The University of Brighton, UK on 24 – 25th September 2020
Merknad

Inkluderar material från ett utvecklingsprojekt finansierat av SLU Holding, med samverkan från Sveriges Lantbruksuniversitet.

Tilgjengelig fra: 2020-09-25 Laget: 2020-09-25 Sist oppdatert: 2020-12-29bibliografisk kontrollert

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