Discussing the Protagonist Role of Students in Game-Based Learning

Veröffentlichungen: Beitrag in FachzeitschriftMeeting Abstract/Conference PaperPeer Reviewed

Abstract

In the ongoing process of the digital transformation of society, corresponding competencies are required from children more than ever. The concept of computational empowerment (CE) promotes confident and reflective engagement with digital technology, which often falls short in formal education. This work outlines how both entertainment and serious games can be used to support the cause of CE and what opportunities they offer for more empowering learning in school settings. The use of digital games appears to be a promising way to connect with the lifeworld of young people and thus offering a low-threshold and differentiated starting point. In this context, the focus should be placed on a stronger establishment of the protagonist role to empower students to engage with digital technologies in depth. In the Serious Game Changers project, students created their own educational modules on specific Sustainable Development Goals (SDGs) using digital games and creating new artifacts as learning objects through remixing game elements. In this project, students should be empowered to become active participants by designing with the help of commercial and serious games. Thus giving them their own voice in future (formal) educational settings and promoting future skills in order to make them self-confident 'protagonists' of their surroundings.

OriginalspracheEnglisch
Aufsatznummer300
Seitenumfang24
FachzeitschriftProceedings of the ACM on Human-Computer Interaction
Jahrgang8
AusgabenummerCHI PLAY
DOIs
PublikationsstatusVeröffentlicht - 15 Okt. 2024

ÖFOS 2012

  • 503020 Medienpädagogik

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