Digital Gaming for Cross-Cultural Learning

IF 1.4 Q2 EDUCATION & EDUCATIONAL RESEARCH
Simone Titus, Dick Ng'ambi
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引用次数: 1

Abstract

Although game-based learning has gained significant attention in higher education globally, it is difficult to harness its engagement and interactions to improve student success. This paper argues that the use of digital games has the potential to interrupt social practices and increase engagement and interaction, thereby fostering meaningful learning. Using a mixed-method design, a digital game was used in a sport studies programme, involving 106 participants, over a two-year period. Data were collected through surveys, focus group discussions, and reflective blog posts. Structuration theory is considered as the theoretical lens, as it purports that recursive social activities of humans are continually recreated by human agents. The paper concludes that when participants engaged in a cross-cultural game-based learning environment, the social practices acquired through their academic career were interrupted, reshaped, and reproduced into new practices. A social constructivist game-based learning model to foster interaction within multi-cultural higher education classrooms is offered.
跨文化学习的数字游戏
尽管基于游戏的学习在全球高等教育中获得了极大的关注,但很难利用它的参与和互动来提高学生的成功。本文认为,数字游戏的使用有可能打断社交实践,增加参与度和互动性,从而促进有意义的学习。采用混合方法设计,在一个体育研究项目中使用了一个数字游戏,涉及106名参与者,为期两年。数据是通过调查、焦点小组讨论和反思博客文章收集的。结构理论被认为是理论的透镜,因为它声称人类的递归社会活动是由人类代理人不断重新创造的。研究发现,当参与者置身于跨文化游戏学习环境中时,他们在学术生涯中获得的社会实践被打断、重塑并复制为新的实践。提出了一种基于社会建构主义游戏的学习模式,以促进多元文化高等教育课堂中的互动。
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来源期刊
International Journal of Game-Based Learning
International Journal of Game-Based Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
3.20
自引率
0.00%
发文量
21
期刊介绍: The mission of the International Journal of Game-Based Learning (IJGBL) is to promote knowledge pertinent to the design of Game-Based Learning environments, and to provide relevant theoretical frameworks and the latest empirical research findings in the field of Game-Based Learning. The main goals of IJGBL are to identify, explain, and improve the interaction between learning outcomes and motivation in video games, and to promote best practices for the integration of video games in instructional settings. The journal is multidisciplinary and addresses cognitive, psychological and emotional aspects of Game-Based Learning. It discusses innovative and cost-effective Game-Based Learning solutions. It also provides students, researchers, instructors, and policymakers with valuable information in Game-Based Learning, and increases their understanding of the process of designing, developing and deploying successful educational games. IJGBL also identifies future directions in this new educational medium.
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