Unpacking the Domains and Practices of Game-Oriented Learning

Publikation: Bidrag til bog/antologi/rapportBidrag til bog/antologiForskningfagfællebedømt

Standard

Unpacking the Domains and Practices of Game-Oriented Learning. / Hanghøj, Thorkild; Misfeldt, Morten; Bundsgaard, Jeppe; Fougt, Simon Skov.

Games and Education. red. / Hans Christian Arnseth; Thorkild Hanghøj; Morten Misfeldt; Thomas Duus Henriksen; Staffan Selander; Robert Ramberg. Brill, 2018. s. 29–46 (Gaming Ecologies and Pedagogies Series, Bind 2).

Publikation: Bidrag til bog/antologi/rapportBidrag til bog/antologiForskningfagfællebedømt

Harvard

Hanghøj, T, Misfeldt, M, Bundsgaard, J & Fougt, SS 2018, Unpacking the Domains and Practices of Game-Oriented Learning. i HC Arnseth, T Hanghøj, M Misfeldt, TD Henriksen, S Selander & R Ramberg (red), Games and Education. Brill, Gaming Ecologies and Pedagogies Series, bind 2, s. 29–46. https://doi.org/10.13140/RG.2.2.25732.37764, https://doi.org/10.1163/9789004388826_003

APA

Hanghøj, T., Misfeldt, M., Bundsgaard, J., & Fougt, S. S. (2018). Unpacking the Domains and Practices of Game-Oriented Learning. I H. C. Arnseth, T. Hanghøj, M. Misfeldt, T. D. Henriksen, S. Selander, & R. Ramberg (red.), Games and Education (s. 29–46). Brill. Gaming Ecologies and Pedagogies Series Bind 2 https://doi.org/10.13140/RG.2.2.25732.37764, https://doi.org/10.1163/9789004388826_003

Vancouver

Hanghøj T, Misfeldt M, Bundsgaard J, Fougt SS. Unpacking the Domains and Practices of Game-Oriented Learning. I Arnseth HC, Hanghøj T, Misfeldt M, Henriksen TD, Selander S, Ramberg R, red., Games and Education. Brill. 2018. s. 29–46. (Gaming Ecologies and Pedagogies Series, Bind 2). https://doi.org/10.13140/RG.2.2.25732.37764, https://doi.org/10.1163/9789004388826_003

Author

Hanghøj, Thorkild ; Misfeldt, Morten ; Bundsgaard, Jeppe ; Fougt, Simon Skov. / Unpacking the Domains and Practices of Game-Oriented Learning. Games and Education. red. / Hans Christian Arnseth ; Thorkild Hanghøj ; Morten Misfeldt ; Thomas Duus Henriksen ; Staffan Selander ; Robert Ramberg. Brill, 2018. s. 29–46 (Gaming Ecologies and Pedagogies Series, Bind 2).

Bibtex

@inbook{02aeb24539b04b8aa96f547055017c59,
title = "Unpacking the Domains and Practices of Game-Oriented Learning",
abstract = "Using games for learning tends to blur boundaries across across in- and out-of-school domains. In this way, it becomes difficult to describe and understand the meaning-making processes involved in game-oriented learning. In this chapter, we present the analytical framework of scenario-based education, which can be used to explore the translation processes and framings in relation to using game-oriented learning designs. The framework is used to analyse two empirical cases. The first case concerns the use of two different types of computer games (the serious game Global Conflicts: Latin America and the horror game Penumbra) in formal education and focuses on the relation between schooling and everyday life. The second case concerns the development and use of a specially designed practice simulation that invites school children into a universe as professional journalists and newspaper editors and hence builds on a designed relation between schooling and professional domains. Based on these examples, we discuss how the aims and practices of game-oriented learning designs must be translated, communicated, negotiated, integrated, and thus reframed by teachers and students in order to produce relevant and valid forms of educational knowledge.",
author = "Thorkild Hangh{\o}j and Morten Misfeldt and Jeppe Bundsgaard and Fougt, {Simon Skov}",
year = "2018",
doi = "10.13140/RG.2.2.25732.37764",
language = "English",
isbn = "9789004388802",
series = "Gaming Ecologies and Pedagogies Series",
pages = "29–46",
editor = "Arnseth, {Hans Christian} and Thorkild Hangh{\o}j and Morten Misfeldt and Henriksen, {Thomas Duus} and Staffan Selander and Robert Ramberg",
booktitle = "Games and Education",
publisher = "Brill",
address = "Netherlands",

}

RIS

TY - CHAP

T1 - Unpacking the Domains and Practices of Game-Oriented Learning

AU - Hanghøj, Thorkild

AU - Misfeldt, Morten

AU - Bundsgaard, Jeppe

AU - Fougt, Simon Skov

PY - 2018

Y1 - 2018

N2 - Using games for learning tends to blur boundaries across across in- and out-of-school domains. In this way, it becomes difficult to describe and understand the meaning-making processes involved in game-oriented learning. In this chapter, we present the analytical framework of scenario-based education, which can be used to explore the translation processes and framings in relation to using game-oriented learning designs. The framework is used to analyse two empirical cases. The first case concerns the use of two different types of computer games (the serious game Global Conflicts: Latin America and the horror game Penumbra) in formal education and focuses on the relation between schooling and everyday life. The second case concerns the development and use of a specially designed practice simulation that invites school children into a universe as professional journalists and newspaper editors and hence builds on a designed relation between schooling and professional domains. Based on these examples, we discuss how the aims and practices of game-oriented learning designs must be translated, communicated, negotiated, integrated, and thus reframed by teachers and students in order to produce relevant and valid forms of educational knowledge.

AB - Using games for learning tends to blur boundaries across across in- and out-of-school domains. In this way, it becomes difficult to describe and understand the meaning-making processes involved in game-oriented learning. In this chapter, we present the analytical framework of scenario-based education, which can be used to explore the translation processes and framings in relation to using game-oriented learning designs. The framework is used to analyse two empirical cases. The first case concerns the use of two different types of computer games (the serious game Global Conflicts: Latin America and the horror game Penumbra) in formal education and focuses on the relation between schooling and everyday life. The second case concerns the development and use of a specially designed practice simulation that invites school children into a universe as professional journalists and newspaper editors and hence builds on a designed relation between schooling and professional domains. Based on these examples, we discuss how the aims and practices of game-oriented learning designs must be translated, communicated, negotiated, integrated, and thus reframed by teachers and students in order to produce relevant and valid forms of educational knowledge.

U2 - 10.13140/RG.2.2.25732.37764

DO - 10.13140/RG.2.2.25732.37764

M3 - Book chapter

SN - 9789004388802

T3 - Gaming Ecologies and Pedagogies Series

SP - 29

EP - 46

BT - Games and Education

A2 - Arnseth, Hans Christian

A2 - Hanghøj, Thorkild

A2 - Misfeldt, Morten

A2 - Henriksen, Thomas Duus

A2 - Selander, Staffan

A2 - Ramberg, Robert

PB - Brill

ER -

ID: 231905873