Unpacking the Domains and Practices of Game-Oriented Learning

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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.
Original languageEnglish
Title of host publicationGames and Education
EditorsHans Christian Arnseth, Thorkild Hanghøj, Morten Misfeldt, Thomas Duus Henriksen, Staffan Selander, Robert Ramberg
PublisherBrill
Publication date2018
Pages29–46
Chapter2
ISBN (Print)9789004388802
ISBN (Electronic)9789004388826
DOIs
Publication statusPublished - 2018
Externally publishedYes
SeriesGaming Ecologies and Pedagogies Series
Volume2

ID: 231905873