Gaming as Actions: Students Playing a Mobile Educational Computer Game

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Gaming as Actions: Students Playing a Mobile Educational Computer Game

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Publication Article, peer reviewed scientific
Title Gaming as Actions: Students Playing a Mobile Educational Computer Game
Author(s) Nilsson, Elisabet M. ; Svingby, Gunilla
Date 2009
English abstract
This article presents an empirical study performed in the light of socio-cultural theories, emphasizing the usage of tools as a part of human learning. The aim was to explore what actions emerged in the interac-tion with, and were mediated by the mobile educational computer game Agent O, when collaboratively played outdoors by seventeen 15-16 year old science students. Video recording was used to gather data. The outcome is a visual and written description of eight more prominent actions and sub-actions that occurred while gaming, including not only actions in direct connection to the actual gaming session, but also actions that emerged in the situation as a whole: the social practice within which the gaming took place. The gaming students came to act as a sort of student-gamer-performer-hybrids, alternating between different roles. These and the other gaming actions seemed to have worked as a source of motivation for the students.
Link http://etjanst.hb.se/bhs/ith/1-10/engs.pdf (external link to publication)
Publisher Human IT, Högskolan i Borås
Host/Issue Human IT;1
Volume 10
ISSN 1402-151X
Pages 26-59
Language eng (iso)
Subject(s) computer games
learning
handhelds
augmented reality
socio-cultural theory
tool-mediated-actions
Humanities/Social Sciences
Research Subject Categories::SOCIAL SCIENCES
Handle http://hdl.handle.net/2043/8725 (link to this page)

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