A Research Lens for Studying Power in Learning Games (original) (raw)
Utilizing Virtual and Personal Learning Environments for Optimal Learning
Digital games have been used to support learning since the 1980s. However, the last decade has seen games, simulations and virtual world use take firm hold of the academic imagination. There also has been a rapid expansion of sponsored, formal research, informal inquiry, and a growing body of theory supporting the use of learning games. As a result, several challenges to their use have been identified such as flaws in the games themselves, inadequate methods of assessment due to complex, confounding variables, and the perceptions of students and teachers. This piece describes a research method called Critical CinéEthnography meant to address this lack. It stems from a discursive, systems-oriented view of learning that explores of the arguments and truth claims made by learners and teachers. The method employs video capture of out-of-game discussion, artifacts, and body language that should allow researchers to build a complex picture of participant experiences that can be easily sha...
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