Unpacking the Domains and Practices of Game-Oriented Learning

Research output: Chapter in Book/Report/Conference proceedingBook chapterResearchpeer-review

Standard

Unpacking the Domains and Practices of Game-Oriented Learning. / Hanghøj, Thorkild; Misfeldt, Morten; Bundsgaard, Jeppe; Fougt, Simon Skov.

Games and Education. ed. / Hans Christian Arnseth; Thorkild Hanghøj; Morten Misfeldt; Thomas Duus Henriksen; Staffan Selander; Robert Ramberg. Brill, 2018. p. 29–46 (Gaming Ecologies and Pedagogies Series, Vol. 2).

Research output: Chapter in Book/Report/Conference proceedingBook chapterResearchpeer-review

Harvard

Hanghøj, T, Misfeldt, M, Bundsgaard, J & Fougt, SS 2018, Unpacking the Domains and Practices of Game-Oriented Learning. in HC Arnseth, T Hanghøj, M Misfeldt, TD Henriksen, S Selander & R Ramberg (eds), Games and Education. Brill, Gaming Ecologies and Pedagogies Series, vol. 2, pp. 29–46. https://doi.org/10.13140/RG.2.2.25732.37764, https://doi.org/10.1163/9789004388826_003

APA

Hanghøj, T., Misfeldt, M., Bundsgaard, J., & Fougt, S. S. (2018). Unpacking the Domains and Practices of Game-Oriented Learning. In H. C. Arnseth, T. Hanghøj, M. Misfeldt, T. D. Henriksen, S. Selander, & R. Ramberg (Eds.), Games and Education (pp. 29–46). Brill. Gaming Ecologies and Pedagogies Series Vol. 2 https://doi.org/10.13140/RG.2.2.25732.37764, https://doi.org/10.1163/9789004388826_003

Vancouver

Hanghøj T, Misfeldt M, Bundsgaard J, Fougt SS. Unpacking the Domains and Practices of Game-Oriented Learning. In Arnseth HC, Hanghøj T, Misfeldt M, Henriksen TD, Selander S, Ramberg R, editors, Games and Education. Brill. 2018. p. 29–46. (Gaming Ecologies and Pedagogies Series, Vol. 2). https://doi.org/10.13140/RG.2.2.25732.37764, https://doi.org/10.1163/9789004388826_003

Author

Hanghøj, Thorkild ; Misfeldt, Morten ; Bundsgaard, Jeppe ; Fougt, Simon Skov. / Unpacking the Domains and Practices of Game-Oriented Learning. Games and Education. editor / Hans Christian Arnseth ; Thorkild Hanghøj ; Morten Misfeldt ; Thomas Duus Henriksen ; Staffan Selander ; Robert Ramberg. Brill, 2018. pp. 29–46 (Gaming Ecologies and Pedagogies Series, Vol. 2).

Bibtex

@inbook{02aeb24539b04b8aa96f547055017c59,
title = "Unpacking the Domains and Practices of Game-Oriented Learning",
abstract = "Using games for learning tends to blur boundaries across across in- and out-of-school domains. In this way, it becomes difficult to describe and understand the meaning-making processes involved in game-oriented learning. In this chapter, we present the analytical framework of scenario-based education, which can be used to explore the translation processes and framings in relation to using game-oriented learning designs. The framework is used to analyse two empirical cases. The first case concerns the use of two different types of computer games (the serious game Global Conflicts: Latin America and the horror game Penumbra) in formal education and focuses on the relation between schooling and everyday life. The second case concerns the development and use of a specially designed practice simulation that invites school children into a universe as professional journalists and newspaper editors and hence builds on a designed relation between schooling and professional domains. Based on these examples, we discuss how the aims and practices of game-oriented learning designs must be translated, communicated, negotiated, integrated, and thus reframed by teachers and students in order to produce relevant and valid forms of educational knowledge.",
author = "Thorkild Hangh{\o}j and Morten Misfeldt and Jeppe Bundsgaard and Fougt, {Simon Skov}",
year = "2018",
doi = "10.13140/RG.2.2.25732.37764",
language = "English",
isbn = "9789004388802",
series = "Gaming Ecologies and Pedagogies Series",
pages = "29–46",
editor = "Arnseth, {Hans Christian} and Thorkild Hangh{\o}j and Morten Misfeldt and Henriksen, {Thomas Duus} and Staffan Selander and Robert Ramberg",
booktitle = "Games and Education",
publisher = "Brill",
address = "Netherlands",

}

RIS

TY - CHAP

T1 - Unpacking the Domains and Practices of Game-Oriented Learning

AU - Hanghøj, Thorkild

AU - Misfeldt, Morten

AU - Bundsgaard, Jeppe

AU - Fougt, Simon Skov

PY - 2018

Y1 - 2018

N2 - Using games for learning tends to blur boundaries across across in- and out-of-school domains. In this way, it becomes difficult to describe and understand the meaning-making processes involved in game-oriented learning. In this chapter, we present the analytical framework of scenario-based education, which can be used to explore the translation processes and framings in relation to using game-oriented learning designs. The framework is used to analyse two empirical cases. The first case concerns the use of two different types of computer games (the serious game Global Conflicts: Latin America and the horror game Penumbra) in formal education and focuses on the relation between schooling and everyday life. The second case concerns the development and use of a specially designed practice simulation that invites school children into a universe as professional journalists and newspaper editors and hence builds on a designed relation between schooling and professional domains. Based on these examples, we discuss how the aims and practices of game-oriented learning designs must be translated, communicated, negotiated, integrated, and thus reframed by teachers and students in order to produce relevant and valid forms of educational knowledge.

AB - Using games for learning tends to blur boundaries across across in- and out-of-school domains. In this way, it becomes difficult to describe and understand the meaning-making processes involved in game-oriented learning. In this chapter, we present the analytical framework of scenario-based education, which can be used to explore the translation processes and framings in relation to using game-oriented learning designs. The framework is used to analyse two empirical cases. The first case concerns the use of two different types of computer games (the serious game Global Conflicts: Latin America and the horror game Penumbra) in formal education and focuses on the relation between schooling and everyday life. The second case concerns the development and use of a specially designed practice simulation that invites school children into a universe as professional journalists and newspaper editors and hence builds on a designed relation between schooling and professional domains. Based on these examples, we discuss how the aims and practices of game-oriented learning designs must be translated, communicated, negotiated, integrated, and thus reframed by teachers and students in order to produce relevant and valid forms of educational knowledge.

U2 - 10.13140/RG.2.2.25732.37764

DO - 10.13140/RG.2.2.25732.37764

M3 - Book chapter

SN - 9789004388802

T3 - Gaming Ecologies and Pedagogies Series

SP - 29

EP - 46

BT - Games and Education

A2 - Arnseth, Hans Christian

A2 - Hanghøj, Thorkild

A2 - Misfeldt, Morten

A2 - Henriksen, Thomas Duus

A2 - Selander, Staffan

A2 - Ramberg, Robert

PB - Brill

ER -

ID: 231905873