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Design, Learning, and Innovation. 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings

Research Article

Discourses of Digital Game Based Learning as a Teaching Method

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  • @INPROCEEDINGS{10.1007/978-3-030-78448-5_9,
        author={Jeanette Sj\o{}berg and Eva Brooks},
        title={Discourses of Digital Game Based Learning as a Teaching Method},
        proceedings={Design, Learning, and Innovation. 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings},
        proceedings_a={DLI},
        year={2021},
        month={6},
        keywords={Digital game-based learning (DGBL) Discourse analysis Educational game apps Game-based design School teachers Teaching method},
        doi={10.1007/978-3-030-78448-5_9}
    }
    
  • Jeanette Sjöberg
    Eva Brooks
    Year: 2021
    Discourses of Digital Game Based Learning as a Teaching Method
    DLI
    Springer
    DOI: 10.1007/978-3-030-78448-5_9
Jeanette Sjöberg1, Eva Brooks2,*
  • 1: Halmstad Universty, Kristian IVs väg 3
  • 2: Aalborg University, Kroghstræde 3
*Contact email: eb@hum.aau.dk

Abstract

In recent years, digital games have increasingly become an important part of children's lives. As a consequence, digital game-based learning (DGBL) activities have also been merged into the school context and tried out by teachers in various ways. The pedagogical and didactical values of integrating DGBL in education are however not yet concluded. In this paper we examine how groups of teachers construct ideas about digital game-based learning as a teaching method and base for developing teaching activities. The study is drawn from a couple of creative workshops with Swedish and Danish school- and preschool teachers, in which their pedagogical design processes while evaluating and trying out different game apps have been studied. The research questions we ask in this paper are: 1). In what ways do teachers concretise their comprehension of digital game-based learning in their discussions of educational games for school children? And; 2). How are different discourses about the learning process and/or didactical potential in relation to digital games constructed in teachers' discussions while assessing game apps? Using a discourse analytical approach, the results of the study show that the teachers’ were stuck by their preconceptions about games as offering different learning qualities compared to their traditional teaching practice. Teachers acknowledged that DGBL is a complex issue as also designers' preconceptions are tied to traditional qualities of game design.

Keywords
Digital game-based learning (DGBL) Discourse analysis Educational game apps Game-based design School teachers Teaching method
Published
2021-06-28
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-030-78448-5_9
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