Informal Game Play in the Classroom: Utilisation and Integration of the Metalanguage of Games

Kim Balnaves
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Abstract

This paper discusses a case study of a 28 children in a middle years (11-15 year old) classroom and the use of the "third space" between the classroom and the home as an area of play for consolidation of both the learning at school and the informal learning of the games played at home. The research aims to look at whether the third space could be a vehicle to enable participants who have identified themselves as competent in the gaming world to link those learning strategies to classroom learning and therefore transfer that success to the classroom. The research took place at an International Baccalaureate school in Perth, Western Australia and utilises the third space as a gaming server and Discord chatrooms. Data was collected from the servers, questionnaires, researcher observations, game walkthrough videos and through interviews with the participants. Being an International Baccalaureate school the children take part in a “cognitive curriculum” which is part of the metacognitive learning of the International Baccalaureate. The participants were applying these strategies to their reflections on their action within the server and these reflections then informed their further participation within the “informal” game. In this way it could be theorised that children who were skilled “shapeshifters” could be at an advantage both communicating within the collaborative group work and moving between the informal and formal spaces. The analysis of the data focuses on the ways in which the students unpacked, utilised and discussed the formal classroom learning whilst participating in the Java Minecraft server game space. The metalanguage of learning and building competence in digital games informally through play outside of the school appears to link well to the metalanguage of the International Baccalaureate curriculum. The paper investigates whether linking children’s understanding and use of the gaming metalanguage to the International Baccalaureate metalanguage enables children to traverse the metalanguage of the classroom more successfully. The analysis of the data is utilised threefold in this presentation to: Identify that there is a linkage between gaming language and International Baccalaureate curriculum elements make these links apparent and show how they would apply in the classroom.
课堂中的非正式游戏:游戏元语言的运用与整合
本文讨论了一个28名儿童在中学(11-15岁)课堂上的案例研究,以及利用教室和家之间的“第三空间”作为一个游戏区域,巩固在学校的学习和在家里玩游戏的非正式学习。该研究旨在探究第三空间是否可以成为一种工具,让那些认为自己在游戏世界中有能力的参与者将自己的学习策略与课堂学习联系起来,从而将成功转移到课堂上。这项研究在西澳大利亚州珀斯的一所国际文凭学校进行,并利用第三个空间作为游戏服务器和Discord聊天室。数据收集自服务器、问卷调查、研究者观察、游戏攻守视频以及参与者访谈。作为一所国际文凭学校,孩子们参加“认知课程”,这是国际文凭元认知学习的一部分。参与者将这些策略应用到他们对自己在服务器上的行为的反思中,然后这些反思会影响他们在“非正式”游戏中的进一步参与。通过这种方式,可以从理论上推断,熟练的“变形者”儿童在协作小组工作中沟通和在非正式和正式空间之间移动方面都具有优势。数据分析的重点是学生在参与Java Minecraft服务器游戏空间的同时打开、利用和讨论正式课堂学习的方式。通过校外游戏非正式地学习和构建数字游戏能力的元语言似乎与国际文凭课程的元语言有很好的联系。本文调查了将儿童对游戏元语言的理解和使用与国际文凭元语言联系起来是否能使儿童更成功地穿越课堂的元语言。本文将从三个方面分析数据:确定游戏语言与国际文凭课程元素之间的联系,使这些联系变得明显,并展示它们如何应用于课堂。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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