Discussing the Protagonist Role of Students in Game-Based Learning

被引:0
|
作者
Weixelbraun, Petra F. [1 ]
Göbl, Barbara [1 ]
Steinböck, Matthias [1 ]
Duvivié, Mirjam [1 ]
Kayali, Fares [1 ]
机构
[1] University of Vienna, Vienna, Austria
关键词
Child-computer interactions - Digital game in education - Digital game-based learning - Digital games - Digital technologies - Digital transformation - Formal education - Game-based Learning - Participatory design - Young peoples;
D O I
10.1145/3677065
中图分类号
学科分类号
摘要
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. © 2024 Owner/Author.
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