Sense-making of Digital Game Technologies (DGT): Positive Instances of Children-led Engagement with Chess

Malola Prasath Thittanimuttam Sundaramadhavan, Luis Blasco De la Cruz, Astrid Barbier, Mustafa Megrahi, Tamer Karatekin, Muthukumar Narayan, Sharon Whatley, Humberto Enrique Gutiérrez Rivas, Bayaraa Delgerzaya
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Abstract

The Game of Chess, a drosophila of reasoning, is a unique opportunity for nurturing children into systemic thinking approaches that naturally embrace the higher-order thinking skills required for STEM aspiration. In this paper, we conceptualise chess from a digital game technology perspective to nurture a rich system thinking experience and illustrate the various attempts to introduce a digitally immersive classroom experience for children using a generation of digital chess infrastructure. We continue to illustrate a few positive hands-on experiences of deploying generations of digital chess infrastructure for group learning in the classroom environment for nurturing both the learning and the social imagination of children working together to expand their quest for chess. We examined what brought the attention, advocacy, and achievement to build an agency for chess. With no prior value claim existing for the advocacy of technology deployment with chess in classrooms, the present framework shows how the attention to chess is progressively enriched. Further, the positive instances of children-led engagements demonstrate the goal of steadily integrating digitally immersive chess experiences into classroom learning environments. We make sense of the social imagination of classrooms and make in-vivo observations on children-led empowerment, shared aspiration, competency building, and the evolution of contemporary practices in chess leading to the agency for chess. We conclude that a transformative opportunity exists through deploying a digitally immersive chess environment within the classroom for nurturing systemic thinking in children with chess.
数字游戏技术(DGT)的意义创造:儿童参与国际象棋的积极例子
国际象棋游戏是一种推理的果蝇,是培养儿童系统思维方法的独特机会,这种方法自然地包含了STEM抱负所需的高阶思维技能。在本文中,我们从数字游戏技术的角度对国际象棋进行了概念化,以培养丰富的系统思维体验,并说明了使用一代数字国际象棋基础设施为儿童引入数字沉浸式课堂体验的各种尝试。我们继续说明一些积极的实践经验,即在课堂环境中为小组学习部署几代数字国际象棋基础设施,以培养孩子们的学习和社会想象力,共同努力扩大他们对国际象棋的追求。我们研究了是什么带来了关注、倡导和成就,从而建立了一个国际象棋机构。由于在课堂上倡导国际象棋技术部署没有先验的价值主张,本框架显示了对国际象棋的关注是如何逐步丰富的。 此外,以儿童为主导的参与的积极实例表明,将数字沉浸式国际象棋体验稳步整合到课堂学习环境中的目标。我们理解课堂的社会想象,并对儿童主导的赋权、共同的愿望、能力建设以及当代国际象棋实践的演变进行活体观察,从而形成国际象棋机构。我们的结论是,通过在课堂上部署一个数字化的沉浸式国际象棋环境,可以培养孩子们的系统思维,这是一个变革的机会。
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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