What is it about?

As a variation on game-based learning, we propose the concept of ‘gameful learning’ as a framework that encourages improvisation, playfulness, and social interaction, and which takes into account the unique contingencies of individual people and specific content. We describe gameful learning in terms of three elements: attitude, identity, and ignorance. Three cases of gameful learning are examined across diverse learning environments: a fourth grade science class studying matter, a secondary world history class studying the Middle Ages, and an educational technology graduate programme. Cross-case analysis reveals how gameful learning elements relate to attitudes of agency and social necessity, becoming a game designer, and embracing ignorance for learning.

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Why is it important?

Gameful learning is a means for perceiving how educators are creative professionals capable of being held to high expectations for generative intellectual work - and not just technical skill at curriculum delivery. Though educators often push against the adoption of particular standards or tools, gameful learning can help researchers to reveal how teachers adapt – and actively design – curricula and tools that emphasise higher-order thinking skills, broad areas of knowledge, and process-oriented activity.

Perspectives

Jeremiah (Remi) Holden is a teacher educator and learning scientist whose interests and design-based research concerns educator learning across settings, the design and play of games, and mobile learning. Visit www.remiholden.com and connect with Remi via Twitter at @remiholden.

Dr Jeremiah H Kalir
University of Colorado Denver

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This page is a summary of: Gameful learning as a way of being, International Journal of Learning Technology, January 2014, Inderscience Publishers,
DOI: 10.1504/ijlt.2014.064492.
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