Skip to main content Accessibility help
×
Hostname: page-component-77c89778f8-sh8wx Total loading time: 0 Render date: 2024-07-21T06:29:30.086Z Has data issue: false hasContentIssue false

4 - Digital Games

Published online by Cambridge University Press:  15 October 2021

Get access

Summary

We now consider some games that use more complex technology, including computer programs and apps for smart devices and video-based games. A range of software exists to help us plan our own games and content and we explore some of these options too. Even though we may choose to use a commercial product designed for educational use, we should still remember to ask how beneficial it will be within our own learning environments and understand the pedagogy and learning theory underpinning its route to success. Additionally, because these are technology-based products, we need to apply the SAMR test and ensure we are using them in a way that inspires creativity and self-actualisation wherever possible.

Another issue requiring serious thought in using digital games is accessibility. Do our students possess the hardware and the skills required to access the programs we suggest? Do they have the maturity to navigate the world of social media and keep safe from potential digital harms? Will the games we choose to use allow for a social constructivist approach or will they focus on individual use? There are many aspects of digital games to ponder and questions to ask as we investigate these digital game-based learning scenarios.

Video games

Ofcom (2020) has shown that three-quarters of teenagers in the UK and a third of 5–7 year olds regularly play video games. Ten years ago, research such as that by Bailey, West and Anderson (2010) highlighted negative effects on cognition associated with this practice. More recently, the focus has been on the influence of sedentary gaming on physical health (Huard Pelletier et al., 2020). Yet there is scant evidence that playing video games is detrimental in any respect. Until recently, the idea of playing these games in an educational establishment was frequently frowned on. However, this is the world in which many of our students live. We now understand that video games can help students practise some important information literacy and social learning skills and even have an impact on their reading for pleasure.

According to de Castell and Jenson (2018) video games can have a positive impact on reading and cognition levels in students.

Type
Chapter
Information
Playing Games in the School Library
Developing Game-Based Lessons and Using Gamification Concepts
, pp. 45 - 62
Publisher: Facet
Print publication year: 2021

Access options

Get access to the full version of this content by using one of the access options below. (Log in options will check for institutional or personal access. Content may require purchase if you do not have access.)

Save book to Kindle

To save this book to your Kindle, first ensure coreplatform@cambridge.org is added to your Approved Personal Document E-mail List under your Personal Document Settings on the Manage Your Content and Devices page of your Amazon account. Then enter the ‘name’ part of your Kindle email address below. Find out more about saving to your Kindle.

Note you can select to save to either the @free.kindle.com or @kindle.com variations. ‘@free.kindle.com’ emails are free but can only be saved to your device when it is connected to wi-fi. ‘@kindle.com’ emails can be delivered even when you are not connected to wi-fi, but note that service fees apply.

Find out more about the Kindle Personal Document Service.

  • Digital Games
  • Sarah Pavey
  • Book: Playing Games in the School Library
  • Online publication: 15 October 2021
  • Chapter DOI: https://doi.org/10.29085/9781783305353.006
Available formats
×

Save book to Dropbox

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Dropbox.

  • Digital Games
  • Sarah Pavey
  • Book: Playing Games in the School Library
  • Online publication: 15 October 2021
  • Chapter DOI: https://doi.org/10.29085/9781783305353.006
Available formats
×

Save book to Google Drive

To save content items to your account, please confirm that you agree to abide by our usage policies. If this is the first time you use this feature, you will be asked to authorise Cambridge Core to connect with your account. Find out more about saving content to Google Drive.

  • Digital Games
  • Sarah Pavey
  • Book: Playing Games in the School Library
  • Online publication: 15 October 2021
  • Chapter DOI: https://doi.org/10.29085/9781783305353.006
Available formats
×