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Learning through Digital Game Design and Building in a Participatory Culture

An Enactivist Approach

by Qing Li (Author)
©2014 Textbook XIV, 216 Pages

Summary

This book discusses topics concerning digital game-based learning focusing on learning-by-game-building and Web 2.0. Grounded in the new theoretical perspective of enactivism, this book shows how such an approach can help students gain deep understanding of subjects such as mathematics and history, as well as undergraduate or graduate students’ learning of pedagogy and also adult driver’s learning of road safety rules. Written for undergraduate students in teacher education, experienced teachers, and graduate students, this book is an ideal text for courses related to technology integration and digital game-based learning. It is also beneficial for researchers, educators, parents, school administrators, game designers, and anyone who is interested in new ways of learning and digital games.

Table Of Contents

  • Cover
  • Title
  • Copyright
  • About the author
  • About the book
  • This eBook can be cited
  • Contents
  • Acknowledgments
  • Foreword
  • Part 1: Epistemology
  • Chapter 1: Enactivism: A Framework for Understanding Cognition and Beyond
  • Learning and Cognition
  • Prologue
  • Learning in Informal Settings
  • Learning in Formal Educational Settings
  • An Alternative Learning Theory: Enactivism
  • Enactivism
  • An Example
  • Roots
  • Comparing Philosophical Paradigms
  • Foundations to Digital Games
  • Lev Vygotsky
  • Seymour Papert
  • James Paul Gee
  • Summary of Projects
  • Enactivist Learning World: Games and Web 2.0
  • Creating a Learning World
  • Chapter 2: Key Elements
  • A Brief History of Learning by Game Building
  • Key Concepts
  • What Is Game?
  • Play
  • Game Elements
  • Essentials for Good Games
  • Part 2: Structure
  • Chapter 3: Enactivist Learning World
  • Skills
  • Learning and Innovative Skills
  • Creativity and Innovation Skills
  • Problem Solving and Critical Thinking
  • Communication Skills and Collaboration
  • Information, Media, and Technology Skills
  • Life and Career Skills
  • Perseverance
  • Systems Thinking
  • Types of Games and Design Considerations
  • Different Types of Games
  • Design Considerations
  • Chapter 4: Core Principles
  • The Process of Learning by Game Building
  • Idea Generation and Student Choice
  • Creating Fun
  • Prototyping and Play Testing
  • How to Paper Prototype?
  • Play Testing
  • Part 3: Culture
  • Chapter 5: Enactivist Learning World and Culture
  • Culture and Participatory Culture
  • Culture
  • Participatory Culture
  • Teacher Design Games
  • Collaborative Learning
  • Rosie’s Story
  • True Collaborative Learning
  • Small Group Learning
  • Learning Communities
  • Chapter 6: Important Aspects
  • Game Dynamics
  • Narratives and Storytelling
  • Part 4: Value
  • Chapter 7: Enactivist Learning World and Value
  • Value and Identity
  • Affective Domain and Ethical Questions
  • Emotions
  • Ethical Questions
  • Assessment
  • Formative and Summative Assessment
  • Student Involvement in Assessment
  • Understanding Assessment in the Participatory Context
  • Chapter 8: Vital Domains and Basic Tools
  • Learner Motivation and Engagement
  • Gamification?
  • The Role of Teachers and Learners
  • So You Want to Build a Game?
  • Platforms
  • Mechanics
  • Scaffolding
  • Part 5: Conclusion
  • Chapter 9: Learning by Game Building in the Twenty-first Century
  • References
  • Index
  • Series index

← VIII | IX → Acknowledgments

Throughout this book, I reference projects that we have conducted to substantiate the points and ideas. By “we,” I mean work I conducted with colleagues to which K-12 students, preservice and in-service teachers, and graduate students have contributed. This is truly a collaborative effort and every participant deserves recognition. Although not possible to name everyone who contributed, I will try my best.

First, this book would be impossible without the countless hours of the work produced by the participants. The graduate students and preservice teachers who were involved in my projects include students who took my game-based learning courses and other methods courses, in particular, Steve Martin, Chris Appleton, Shai Nathoo, Arkhadi Pustaka, Robert Louis, Yang Liu, Scott McEwen, Elise Vandermeiden, and Collette Lemieux.

Second, many colleagues have supported this work in different ways. James Paul Gee, a wonderful mentor and supporter, has been instrumental in my work related to digital games. I am extremely grateful for his never-ending support, including writing the Foreword for this book. Henry Jenkins at the University of South California deserves special recognition because of his continued support. Several years ago when Henry was a professor at MIT, I spent part of my sabbatical year as a visiting scholar to work with Henry and his teams on his research projects. That experience of meeting and working with like-minded people, including Erin Reilly, Eric Klopfer and Philip Tan, has further inspired my interest and passion in game-based learning, in particular learning through game design and building. Ian Winchester at the University of Calgary has been an insightful supporter. Many hours of conversation about enactivism shaped my ideas about this new paradigm. Richard Tay at the La Trobe University in Australia was part of The Driven project, and I thank him for his intellectual inspiration on integrating games to the field of road safety. Special thanks also go to David Wizer at Towson University, who has provided continued practical and moral support.

← IX | X → Third, I also want to thank the Social Sciences and Humanities Research Council of Canada (SSHRCC), Towson University, the University of Calgary, and MIT, which provided financial support to the game projects discussed in this book. In a similar vein, my department (the Department of Educational Technology and Literacies) deserves thanks for acknowledging the value of my research and for supporting my work in this area.

Fourth, I thank my series editors, Colin Lankshear and Michele Knobel, for their insightful comments and invaluable feedback. I also want to express my sincere appreciation to Lisa Twiss and Keturah Fountaine for their help in editing this book and providing suggestions. Thanks also to Peter Lang editorial members including Phyllis Korper, Chris Myers, and Jackie Pavlovic.

Last, but definitely not least, I want to express my gratitude to my special family members. My dad, a math professor his entire life, was my first mentor and role model who encouraged and inspired my career in academia. My mom taught me how to be persistent to get through the tough times. My two kids, Vivian and Richard, are both the initial and continued inspiration for my interest in digital game-based learning. In particular, I thank Vivian for her patience in editing my work at any time without hesitation. And my dear husband, Liang, deserves a very special acknowledgment for his unceasing encouragement and support that have allowed me to find and pursue my academic passions.

This book is grounded on my years of work in the field of education, and more specifically game based learning. Parts of chapter one were co-written with Bruce Clark and Ian Winchester and initially published as “Instructional design and technology with enactivism: A shift of paradigm?” in British Journal of Educational Technology (2010), reprinted by permission of the publisher, Taylor & Francis Ltd, http://www.tandf.co.uk/journals and http://www.informaworld.com. The Do It Yourself project discussed in this book also contains components of my paper titled “Understanding enactivism: A study of affordances and constraints of engaging practicing teachers as digital game designers” in Educational Research & Development (2012), 60(5), 785-806, reprinted by permission of the publisher, Springer, http://www.editorialmanager.com/etrd/ and http://www.springer.com.

This book have elements of my previous published papers: Li, Q. (2010), Digital game building: Learning in a participatory culture, in Educational Research, 52(4), 427-433; and Li, Q. (2013), Digital games and learning: A ← X | XI → study of preservice teachers’ perceptions. International Journal of Play, 2(2), 101-116, reprinted by permission of the publisher, Taylor & Francis Ltd, http://www.tandf.co.uk/journals and http://www.informaworld.com.

The Driven project discussed in the book contains elements from the coauthored paper Li, Tay & Louis (2012). Designing digital games to teach road safety: A study of graduate students’ experiences, Loading, 6(9), 17-35. http://journals.sfu.ca/loading/index.php/loading/article/view/102/114 reprinted with the permission from the journal.

This book also uses materials from the following papers:

• Li, Lemieux, C., Vandermeiden, E. & Nathoo, S. (2013). Are you ready to teach secondary mathematics in the 21st century? A study of pre-service teachers’ digital game design experience. Journal of Research on Technology in Education. 45(4), 309-337. Reprinted by permission of the publisher, International Society for Technology in Education, 800.336.5191 (U.S. & Canada) or 541.302.3777 (Int’l), http://www.iste.org.

• Li, Q., Vandermeiden, E., Lemieux, C. & Nathoo, S. (in press). Secondary students learning mathematics through digital game building: A study of the effects and students’ perceptions. International Journal for Technology in Mathematics Education.

• Li, Q. (2013, Mar.). Teaching secondary mathematics: Preservice teachers’ digital game design, pedagogy, and 21st century skills. Paper presented at the annual conference of ABSEL, Oklahoma City, OK. Proceedings of the Developments in Business Simulation and Experiential Learning, 40, pp. 110-114.

• Li, Q. (2013, Mar.). Digital game building as assessment: A study of secondary students’ experience. Paper presented at the annual conference of ABSEL, Oklahoma City, OK. Proceedings of the Developments in Business Simulation and Experiential Learning, 40, pp. 74-78.

• Li, Nathoo, Vandermeiden, Lemieux, C. (2012, Mar.). Practicing teachers as digital game creators: A study of the design considerations. Paper presented at the annual conference of ABSEL, San Diego, CA. ← XI | XII →

• CHAPTER ONE •

← 2 | 3 → Enactivism: A Framework for Understanding Cognition and Beyond

This chapter starts with a discussion of learning, knowledge, and cognition. The introduction describes several stories, one of which is a story of Sam, an elementary school teacher, and his kindergarten students, playing with Crayon Physics, an online game. These stories demonstrate that learning can occur through learners’ conscious and unconscious interactions with their environment without any specific, predetermined goals. This leads to the introduction of enactivism, an emerging philosophical paradigm. Such discussion is contextualized by comparing enactivism to constructivism and behaviourism. Then, leading figures in the field of education—Lev Vygotsky, Seymour Papert, and James Paul Gee—are profiled. The ideology of their work forming a foundation for digital game-based learning is discussed. This chapter concludes with a proposed model based on enactivism, integrating learning by game building and Web 2.0.

Learning and Cognition

Prologue

Details

Pages
XIV, 216
Publication Year
2014
ISBN (Hardcover)
9781433116797
ISBN (PDF)
9781453910207
ISBN (MOBI)
9781454193067
ISBN (ePUB)
9781454193074
ISBN (Softcover)
9781433116780
DOI
10.3726/978-1-4539-1020-7
Language
English
Publication date
2013 (August)
Keywords
theoretical perspective technology integration mathematics history pedagogy
Published
New York, Bern, Berlin, Bruxelles, Frankfurt am Main, Oxford, Wien, 2014. 216 pp., num. ill. and tables
Product Safety
Peter Lang Group AG

Biographical notes

Qing Li (Author)

Qing Li (PhD in educational technology from University of Toronto) is a full professor in the Department of Educational Technology at Towson University and was co-director of its UTeach Program. She has published widely on educational technology and cyberbullying. Her most recent book (co-edited with Donna Cross & Peter K. Smith) is Cyberbullying in the Global Playground: Research from International Perspectives.

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