Designing and assessing digital games in a classroom
An emerging culture of critique
Bibliographic Data
| ID | 21785376 |
|---|---|
| Authors | Helen Melander Bowden (0000-0003-4769-4479, Uppsala University, corresponding author), P Aarsand (0000-0002-9878-117X, Norwegian University of Science and Technology) |
| Year | 2020 |
| Volume | 45 |
| Issue | 4 |
| Pages | 376-394 |
| Publication date | 2020-10-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Learning Media and Technology (JOURNAL) |
| Journal identifiers | ISSN: 1743-9884 • E-ISSN: 1743-9892 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/17439884.2020.1727500 |
| OpenAlex | W3007204320 |
| Language | EN |
| Citations received | 11 |
| References cited | 33 |
This study explores situated practices of game design critique in a Swedish 4th grade classroom. The analyses are based on video recordings of peer feedback activities within the context of a project on computational thinking using the software Scratch. Drawing on ethnomethodology and conversation analysis, the interactional and collaborative accomplishment of game design critique is examined, focusing on how the participants make relevant norms and values concerning what constitutes a ‘good’ game. The results of the study show that the children and teacher orient to different themes that concern aesthetic, functional, and ethical aspects of the games and the design process, at the same time as a moral order in and for the conduct of design critique is accomplished in interaction. The study sheds light on the emergence of a local culture of critique as the children learn to formulate and respond to peer feedback, thus negotiating and developing digital literacy
Conversation · Conversation analysis · Ethnomethodology · Mathematics education · Negotiation · Pedagogy · Situated · Social science · Sociology · Child Development and Digital Technology · Communication · Computer Science · Digital Games and Media · Literacy, Media, and Education · Psychology
Handphone and Students Growing in the example of Covid- 19; Lesson from Indigenous People in Limbungan, Lombok Timur, Indonesia
Science teachers can teach computational thinking through distributed expertise
Integrating computational thinking, game design, and design thinking
The need for digital game-making education for pre-service and in-service teachers
Media Education through Digital Games
‘Someone has taken all my tiaras
Playce-making
“And then it’s my turn”
Developing students’ digital competences through collaborative game design
Effectiveness of collaboration in developing computational thinking skills
Systematic review
Co-Operative Action
Scratch
Collaborative turn sequences
Constructionist Gaming
Agreeing and disagreeing with assessments
Glossary of transcript symbols with an introduction
Interaction Ritual
Dynamic, Playful and Productive Literacies
Garfinkel and Ethnomethodology
Knowledge, morality and affiliation in social interaction
Multiple Temporalities of Language and Body in Interaction
Assessments in Social Interaction
Extreme case formulations
Hugh Mehan’s Learning Lessons Reconsidered
Some uses of subject-side assessments
What time is it, Denise
The local constitution of multimodal resources for social interaction
Third turn position in teacher talk
The epistemics of social relations
Rethinking Context
| Unique citing works | 11 |
|---|---|
| Citations per year | 2.2 |
| Citation span | 2021 - 2025 (5) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 9 |