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Games with learning”

Adpositions and the lusory attitude

Bibliographic Data

ID12428073
AuthorsSean C Duncan (Indiana University Bloomington, corresponding author)
Year2016
Volume24
Issue3
Pages246-256
Publication date2016-08-08
Open AccessYes
TypeARTICLE
VenueOn the Horizon The International Journal of Learning Futures (JOURNAL)
Journal identifiersISSN: 1074-8121 • E-ISSN: 2054-1708
PublisherEmerald Publishing Limited (PUBLISHER • GB)
DOI10.1108/oth-04-2016-0020
OpenAlexW2507680979
LanguageEN
Citations received2
References cited18

Purpose Games and learning research has diverged into “games for learning” and “games as learning” research. This paper aims to provide a third framing, “games with learning”, that can help address the lived experiences learners have with these media outside of formal, instructional contexts. Design/methodology/approach This paper is a critical analysis of the current games and learning field, considering what has been missed by recent research in the field and how we might benefit from further consideration of what Bernard Suits calls the “lusory attitude” or voluntary choice to accept inefficiencies in achieving goals. The paper analyzes dominant rhetoric of educational game research, with the intent of revealing the implicit assumptions about play and choice that much recent “games for learning” and “games as learning” work may have ignored. Findings The paper reveals that the further consideration of learning through extant play with games (characterized here as “games with learning”) can be a means of shifting the direction of educational games research toward investigations of how games are played “in the wilds” of out-of-school contexts. The paper advocates for a shifting of focus from compulsory contexts to the study of voluntary game play. Social implications The paper argues for the complex value of games and gameplay in non-institutional settings, and advocates for further research to understand games in non-institutional spaces. Originality/value The key argument is that games and learning to date has focused inordinately on how games can further educational design, rather than how the use of games can reveal important new contexts for learning

Extant taxon · Framing (construction · Game mechanics · Mathematics education · Multimedia · Originality · Qualitative research · Social science · Sociology · Turns, rounds and time-keeping systems in games · Value (mathematics · Video game design · Computer Science · Digital Games and Media · Educational Games and Gamification · Impact of Technology on Adolescents · Psychology

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Citations per year0.33
Citation span2020 - 2026 (7)
Highly citedNo

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