Critical policy analysis and gameplay

IF 3 1区 教育学 Q1 EDUCATION & EDUCATIONAL RESEARCH
Leigh Patel
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引用次数: 0

Abstract

I tossed this ball to a small class of four graduate students enrolled in a 2022 Critical Policy Analysis class. It matters less which programs they were enrolled, what their specific attraction to policy were. It very much mattered that they had told me, “whatever the midterm is, we want to do it together.” It matters very much that these four people and I had been able to create a space in which “how are you?” was a question, not a fly-by greeting and exit. We came to know a good deal about each other, with a living syllabus whose readings and topics were informed by their specific interests in education policy. In essence, we had formed more of a community workshop than a graduate course. It seemed like an opportune place to offer an analog game for the midterm To my question, they answered in resounding “Yes!” One person said, “I don’t really know what that means, but I’m excited to try it!” After class and for a few days, I furrowed my brow, paced around house, and kept wondering what I was going to design. What does it mean do to “design” a game? What had I gotten myself into? I offered this rather unusual assignment soon after I was able to participate in an enlivening workshop led by outdoor educator and analog game designer, Jeeyon Shim. As part of a speculative education conference, organized by Nicole Mirra and Antero Garcia. Over the course of a short amount of time, Jeeyon guided roughly a dozen educators and educational researchers through how important games are to beings of all ages and forms and how they are also a place where world-making can happen. We all created tiny homes during the workshop with Jeeyon, sharing one by one, pieces of our world. In the sharing, we came to know so much about each other that likely would not have surfaced had we not had about 15 minutes to gather items, small enough to fit into a confined material space, and big enough to illustrate wishes, desires, worries, and essentials for our respective worlds. As Templeton (2020) lifts up in their work that troubles adult’s gaze of
关键的政策分析和玩法
我把这个球扔给了一个由四名研究生组成的小班,他们参加了2022年的关键政策分析课程。他们参加了哪些项目,他们对政策的具体吸引力是什么,都不那么重要。重要的是,他们告诉我,“无论期中考试是什么,我们都要一起做。”重要的是,这四个人和我能够创造一个空间,在其中“你好吗?”这是一个问题,而不是敷衍的问候和退场。我们对彼此有了很好的了解,有了一个生动的教学大纲,其阅读材料和主题都是根据他们对教育政策的特定兴趣而定的。从本质上讲,我们更像是一个社区工作坊,而不是研究生课程。对于我的问题,他们的回答是响亮的“是的!”有人说:“我真的不知道这是什么意思,但我很高兴能尝试一下!”下课后的几天里,我皱着眉头,在房子里踱来踱去,一直在想我要设计什么。“设计”游戏意味着什么?我给自己惹了什么麻烦?在我能够参加由户外教育家和模拟游戏设计师Jeeyon Shim领导的充满活力的研讨会后不久,我就提出了这个相当不寻常的任务。这是由Nicole Mirra和Antero Garcia组织的投机教育会议的一部分。在很短的时间内,Jeeyon指导了大约12名教育工作者和教育研究人员,让他们了解游戏对所有年龄和形式的人有多重要,以及游戏如何成为创造世界的场所。在Jeeyon的工作坊中,我们都建造了小房子,一个接一个地分享我们的世界。在分享中,我们彼此了解了很多,如果我们没有15分钟的时间来收集物品,这些物品足够小,可以放进一个有限的物质空间,足够大,可以展示我们各自世界的愿望、欲望、担忧和必需品,这些东西可能不会浮出表面。正如邓普顿(2020)在他们的作品中脱颖而出,困扰着成年人的目光
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来源期刊
CiteScore
10.70
自引率
5.30%
发文量
17
期刊介绍: Journal of the Learning Sciences (JLS) is one of the two official journals of the International Society of the Learning Sciences ( www.isls.org). JLS provides a multidisciplinary forum for research on education and learning that informs theories of how people learn and the design of learning environments. It publishes research that elucidates processes of learning, and the ways in which technologies, instructional practices, and learning environments can be designed to support learning in different contexts. JLS articles draw on theoretical frameworks from such diverse fields as cognitive science, sociocultural theory, educational psychology, computer science, and anthropology. Submissions are not limited to any particular research method, but must be based on rigorous analyses that present new insights into how people learn and/or how learning can be supported and enhanced. Successful submissions should position their argument within extant literature in the learning sciences. They should reflect the core practices and foci that have defined the learning sciences as a field: privileging design in methodology and pedagogy; emphasizing interdisciplinarity and methodological innovation; grounding research in real-world contexts; answering questions about learning process and mechanism, alongside outcomes; pursuing technological and pedagogical innovation; and maintaining a strong connection between research and practice.
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