Playce-making
Transformation of space in a participatory game design project within a Canadian junior high school
Bibliographic Data
| ID | 21785574 |
|---|---|
| Authors | Farzan Baradaran Rahimi (0000-0001-5938-0181, University of Calgary, corresponding author), Beaumie Kim (0000-0001-6726-0040, University of Calgary) |
| Year | 2023 |
| Volume | 48 |
| Issue | 3 |
| Pages | 387-400 |
| Publication date | 2023-07-03 |
| Open Access | No |
| Type | ARTICLE |
| Venue | Learning Media and Technology (JOURNAL) |
| Journal identifiers | ISSN: 1743-9884 • E-ISSN: 1743-9892 |
| Publisher | Informa UK Limited (PUBLISHER • GB) |
| DOI | 10.1080/17439884.2022.2059764 |
| OpenAlex | W4226186983 |
| Language | EN |
| Citations received | 2 |
| References cited | 26 |
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a playce) activities in the classroom may provide adolescents with a rich learning context for teamwork, problem-solving, and knowledge creation. In our study, we observed ninth graders’ engagements in game design projects at a Canadian suburban school. We discuss how learners created their own learning paths in transforming the actual space of their school, conceptually and typologically, into hybrid and virtual playces. Our research indicates that the typological transformation of space motivates learners to create or adopt narratives meaningful to them and their community from familiar spaces
Citizen journalism · Geography · Human–computer interaction · Linguistics · Mathematics education · Multimedia · Narrative · Ninth · Pedagogy · Political science · Sociology · Teamwork · World Wide Web · Computer Science · Education and Technology Integration · Educational Environments and Student Outcomes · Indigenous and Place-Based Education · Psychology
Techniques for Analyzing Focus Group Data
Null
Place and placelessness
Space and place
Reflexivity, methodology and contexts in participatory digital media research
Designing and assessing digital games in a classroom
Digital–Physical Reality Game
The poetics of augmented space
Hybrid Space
The Best of Both Worlds
Demonstrating Rigor Using Thematic Analysis
| Citations per year | 2 |
|---|---|
| Citation span | 2025 - 2026 (2) |
| Highly cited | No |