Pedagogical Dramas and Transformational Play
Narratively Rich Games for Learning
Bibliographic Data
| ID | 18985180 |
|---|---|
| Authors | Sasha A Barab (Indiana University Bloomington, corresponding author), Tyler Dodge (Indiana University Bloomington), Adam Ingram-Goble, Adam Ingram‐goble (Indiana University Bloomington), Patrick Pettyjohn (Indiana University Bloomington), Kylie Peppler (0000-0002-5472-4974, Indiana University Bloomington), Charlene Volk (Indiana University Bloomington), Maria Solomou (Indiana University Bloomington) |
| Year | 2010 |
| Volume | 17 |
| Issue | 3 |
| Pages | 235-264 |
| Publication date | 2010-07-28 |
| Open Access | No |
| Type | ARTICLE |
| Venue | Mind Culture and Activity (JOURNAL) |
| Journal identifiers | ISSN: 1074-9039 • E-ISSN: 1532-7884 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/10749030903437228 |
| OpenAlex | W2067806926 |
| Language | EN |
| Citations received | 10 |
| References cited | 35 |
Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player's knowledgeable actions shape an unfolding fiction within a designed world. Although traditionally, stories involve an author, a performer, and an audience, much of the power of videogames as media for advancing narrative springs from their affordance for the player to occupy more than one role—and sometimes all three—simultaneously. In the narratively rich videogames that we design, players have the opportunity to perform actions, experience consequences, and reflect on the underlying social values that these situations were designed to engage, affording a type of narrative transactivity. Elsewhere we have discussed designing these media as contexts for engaging academic content; here we illuminate the power of videogames to engage children in ideological struggles as they are experienced in game-based adaptations of classic literature. Toward this end, we present our theoretical argument for the power of games as a contemporary story medium, grounding this discussion in the context of two game design projects and their implementations. Implications are discussed in terms of the potential of immersive, interactive media—videogame technology, in short—for achieving wide-ranging educational ends
Aesthetics · Affordance · Art · Drama · Entertainment · Game design · Human–computer interaction · Literature · Multimedia · Narrative · Social media · Sociology · Visual arts · World Wide Web · Computer Science · Digital Games and Media · Educational Games and Gamification · History · Psychology · Teaching and Learning Programming
Designing Games for Ethical Deliberation
Linking epistemic stance and problem-solving with self-confidence during play in a puzzle-based video game
Audience participation digital drama‐based learning activities for situational learning in the classroom
Narrative categorization in digital game‐based learning
Playful Constructivism
Eco-dialogical learning and translanguaging in open-ended 3D virtual learning environments
Érase una vez
Beyond the Screen
Building creativity
Transformational Play
Revolution and the word
Computers as theatre
The Muse Learns to Write
Cohesion in English
Egocentrism in Adolescence
What video games have to teach us about learning and literacy
Flow
Conditions and Limits of Autobiography
Being There
Is There a Text in This Class? The Authority of Interpretive Communities
Orality and Literacy
Practical Criticism
Convergence Culture
Convergence Culture
Videogames and Ideological Frames
At the Heart of It All
Damsels in Discourse
Sophocles and Oedipus. A Study of Oedipus Tyrannus with a New Translation
Anticipation and feeling in literary response
Foregrounding, defamiliarization, and affect
Understanding media
From Content to Context
Curriculum-Based Ecosystems
Autobiographical Memory and the Construction of A Narrative Self
Some Principles of Autobiography
The origins of the psychological 'interior'-Evidence from imperial roman literary practices and related issues
Critical Design Ethnography
| Citations per year | 0.63 |
|---|---|
| Citation span | 2010 - 2026 (17) |
| Highly cited | No |