Games for Learning
Creating a Level Playing Field or Stacking the Deck
Bibliographic Data
| ID | 21206343 |
|---|---|
| Authors | Nicola Whitton (0000-0002-3085-5275, corresponding author) |
| Year | 2013 |
| Volume | 6 |
| Issue | 3 |
| Pages | 424-439 |
| Publication date | 2013-11-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | International Review of Qualitative Research (JOURNAL) |
| Journal identifiers | ISSN: 1940-8447 • E-ISSN: 1940-8455 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1525/irqr.2013.6.3.424 |
| OpenAlex | W2046892297 |
| Language | EN |
| Citations received | 3 |
| References cited | 32 |
Advocates of digital game-based learning make the case that games can support inclusivity and equality in education because they motivate nontraditional students, promote wider access, and engage learners who are disengaged from formal education. This article will argue that this is a limited analysis which – by the very nature of its inherent assumptions – propagates stereotypical notions of the role of games in learning and could actually reduce social equality. Assumptions about and demographics of computer-game players are discussed, as are issues of gaming literacy, differences between education and entertainment games, and the impact of these on learner motivation, gender issues of game choice, and accessibility considerations. The article also addresses the methodological challenge of giving a voice to those who are disengaged in research, a particular issue in the field of games and learning. Finally, four ways in which games have the potential to promote inclusion and equality are presented and discussed
Demographics · Entertainment · Game mechanics · Literacy · Mathematics education · Multimedia · Pedagogy · Political science · Sociology · Computer Science · Digital Games and Media · Educational Games and Gamification · Impact of Technology on Adolescents · Mathematics · Psychology · Social Psychology
Technology and Social Inclusion
Digital game-based learning
What video games have to teach us about learning and literacy
From game design elements to gamefulness
The Grasshopper
Net generation or Digital Natives
How do People with Disability Use and Experience Virtual Worlds and ICT
Using game making pedagogy to facilitate student learning of interactive multimedia
Young People, Online Networks, and Social Inclusion
Digital literacies for the disengaged
Philosophical investigations
| Citations per year | 0.27 |
|---|---|
| Citation span | 2015 - 2025 (11) |
| Highly cited | No |