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Record W2096174676 · doi:10.1080/00131881.2010.524752

Digital game building: learning in a participatory culture

2010· article· en· W2096174676 on OpenAlex

Why this work is in the frame

A frame that forgets how it found something cannot be audited. These are the routes that admitted this work.

affAt least one author lists a Canadian institution in the pinned OpenAlex snapshot.
fundA Canadian funder is recorded on the work.
aboutThe title or abstract carries a Canadian signal from the geographic lexicon.

Bibliographic record

VenueEducational Research · 2010
Typearticle
Languageen
FieldPsychology
TopicEducational Games and Gamification
Canadian institutionsUniversity of Calgary
FundersSocial Sciences and Humanities Research Council of Canada
KeywordsMathematics educationCitizen journalismFeelingThematic analysisPsychologyPedagogyQualitative propertyQualitative researchSociologyComputer scienceSocial psychologySocial science

Abstract

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Background: The emergence of a participatory culture, brought about mainly by the use of Web2.0 technology, is challenging us to reconsider aspects of teaching and learning. Adapting the learning-as-digital-game-building approach, this paper explores how new educational practices can help students build skills for the 21st century. Purpose: This paper examines elementary students' learning experiences through digital game building and playing. The following research questions guided the study: (1) What emotions do students experience during the process of building digital games for others to use?; (2) What traits do students display when they learn through digital game-building?; and (3) What do students learn from the digital game-building experience? Sample: The participants were 21 elementary students (19 boys and two girls), aged between seven and 11, who were on a summer camp at a university in Canada. Design and methods: This small-scale study made use of enactivism (Li, Clark, and Winchester, Instructional design and technology grounded in enactivism: A paradigm shift?, British Journal of Educational Technology 41, no. 3: 403–419, 2010), a new theoretical framework, as a basis for analysing the students' experiences and responses as they created computer games to teach others the concept of Issac Newton's Three Laws of Motion. Quantitative and qualitative data collected included student and parent surveys, teacher and student interviews, field observations and the digital games created by the students. Data were subjected to quantitative and thematic analyses. Results: The results indicated that only a small minority of students reported never feeling the positive emotions excited/happy or smart/proud during the process of building digital games. In addition, analysis suggested that creativity, engagement and new identity were the three salient traits displayed by the students when learning by digital game-building. There was also evidence that students increased their understanding of the subject matter in question (mathematics, science and technology) and enhanced their general problem-solving abilities through the process. Conclusions: This small-scale study suggests that student engagement in the game-building experience can enhance not just the learning of the game design process but also subject matter and generic skills. Thus, the learning-as-building approach can empower students to ‘take over the technology’ and become creators rather than passive consumers.

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Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.002
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesInsufficient payload (model declined to judge)
Consensus categoriesInsufficient payload (model declined to judge)
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Observational · Consensus signal: none
GenreCandidate signal: Empirical · Consensus signal: Empirical
Teacher disagreement score0.594
Threshold uncertainty score0.999

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.002
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0000.000
Bibliometrics0.0000.001
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.001
Insufficient payload (model declined to judge)0.0060.002

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.173
GPT teacher head0.511
Teacher spread0.337 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it