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Playce-making

Transformation of space in a participatory game design project within a Canadian junior high school

Bibliographic Data

ID21785574
AuthorsFarzan Baradaran Rahimi (0000-0001-5938-0181, University of Calgary, corresponding author), Beaumie Kim (0000-0001-6726-0040, University of Calgary)
Year2023
Volume48
Issue3
Pages387-400
Publication date2023-07-03
Open AccessNo
TypeARTICLE
VenueLearning Media and Technology (JOURNAL)
Journal identifiersISSN: 1743-9884 • E-ISSN: 1743-9892
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/17439884.2022.2059764
OpenAlexW4226186983
LanguageEN
Citations received2
References cited26

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

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Citations per year2
Citation span2025 - 2026 (2)
Highly citedNo

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