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Students’ aesthetic experience of playing exergames: A practical epistemology analysis of learning
Örebro University, Sweden.ORCID iD: 0000-0002-9434-9232
Örebro University, Sweden.
Örebro University, Sweden.
2015 (English)In: International Journal of Games Based Learning, ISSN 2155-6849, E-ISSN 2155-6857, Vol. 5, no 3, p. 11-24Article in journal (Refereed) Published
Abstract [en]

The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional approach, drawing on the work of John Dewey, was used in the study and the data consisted of video- and audio recordings of ongoing video gaming. A practical epistemology analysis (PEA) was used in order to explore the students' meaning-making in depth. When analyzing the data, the importance of performing well in relation to the challenges the game offers; developing techniques suitable for the game; and interacting socially with one's peers emerged as main themes in the students' meaning-making and learning. It was clear that the students' taste for gaming played a crucial role in how they proceeded in the activity and that meaningful gaming included an intrinsic combination of pleasure and displeasure.

Place, publisher, year, edition, pages
IGI Global, 2015. Vol. 5, no 3, p. 11-24
Keywords [en]
Aesthetic Judgments, Exergames, Learning, Meaning-making, Practical Epistemology Analysis
National Category
Sport and Fitness Sciences
Identifiers
URN: urn:nbn:se:his:diva-25336DOI: 10.4018/IJGBL.2015070102ISI: 000218933000002Scopus ID: 2-s2.0-84931838794OAI: oai:DiVA.org:his-25336DiVA, id: diva2:1975517
Note

Copyright © 2015, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.

Available from: 2025-06-24 Created: 2025-06-24 Last updated: 2025-11-07Bibliographically approved

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Maivorsdotter, Ninitha

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  • nn-NB
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  • asciidoc
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