Student Opinions on the Use of High-Tech Mobile Devices in the Design of Digital Games for Learning

Eva Jeanette, Brooks Ovchinnikova, H. Nurdiyanto
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Abstract

Schools have adopted digital technologies as a strategy for learning and teaching activities because it offers opportunities for scaffolding. This strategy has been implemented in conjunction with creative activities. In addition, activities based on digital games, known as digital game-based learning (DGBL), and various mobile technologies, have been piloted in schools over the past few years to develop innovative learning. The purpose of this research is to investigate how children's collaborative interactions develop while participating in activities requiring them to solve problems utilizing intelligent and mobile technology. Our research combines theoretical viewpoints on joint participation, affordances, and a sense of community in the context of collaborative interactions. This is done with a contextual perspective on learning as its starting point. The following are some of the questions posed in this research: (1) How do children's digital game design activities drive and support collaborative interactions while they are engaged in problem-solving activities? Furthermore, (2) How do children's ideas for designing digital games manifest themselves during activities involving the design of games that involve innovative mobile technology? The study is based on a case where a creative workshop was held with 22 Swedish third-grade children aged 9 to 10 years old who participated in game design activities in a pedagogical lab. When the children worked together to solve the problem of designing and producing a joint digital game idea using mobile technology, a sense of community emerged due to their efforts. The study's results were analyzed using a thematic approach, which revealed that the children used different orientations in their collaborative interactions. Based on this, we argue that it is crucial to be aware of the pedagogical context when preparing for educational activities that involve innovative mobile technology. This is because the pedagogical context is the aspect of the design that creates meaningful collaborative interactions, and it is only then that innovative mobile technology becomes smart. These findings have significant ramifications for the methodological field of incorporating cutting-edge mobile technology into various types of educational settings
学生对在数字学习游戏设计中使用高科技移动设备的看法
学校已经采用数字技术作为学习和教学活动的策略,因为它提供了脚手架的机会。这一战略是在创造性活动的同时实施的。此外,基于数字游戏的活动,称为数字游戏学习(DGBL),以及各种移动技术,在过去几年中已在学校试点,以发展创新学习。本研究的目的是调查儿童在参与需要他们利用智能和移动技术解决问题的活动时如何发展协作互动。我们的研究结合了在协作互动背景下的共同参与、支持和社区意识的理论观点。这是以学习的语境视角作为起点来完成的。以下是本研究提出的一些问题:(1)当儿童从事解决问题的活动时,他们的数字游戏设计活动如何推动和支持协作互动?(2)儿童设计数字游戏的想法是如何在涉及创新移动技术的游戏设计活动中体现出来的?该研究以22名9 ~ 10岁的瑞典三年级儿童为对象,在教学实验室进行游戏设计活动的创意研习班为基础。当孩子们一起解决使用移动技术设计和制作联合数字游戏创意的问题时,他们的努力产生了一种社区意识。研究结果使用主题方法进行分析,发现孩子们在合作互动中使用了不同的方向。基于此,我们认为,在准备涉及创新移动技术的教育活动时,了解教学背景至关重要。这是因为教学环境是设计的一个方面,它创造了有意义的协作互动,只有这样,创新的移动技术才变得聪明。这些发现对于将尖端移动技术纳入各种类型的教育环境的方法论领域具有重要的影响
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