ABSTRACT

Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.

chapter 1|18 pages

Serious Play

Literacy, Learning and Digital Games

part Theme I|30 pages

Student Approaches to Games-Based Learning

chapter 2|13 pages

‘A Game isn't a Game Without Interaction’

Students' Thoughts About the Use of Digital Games in School

part Theme III|48 pages

Teachers' Work and Games-Based Pedagogies

chapter 7|12 pages

Narratives Come to Life Through Coding

Digital Game Making as Language and Literacy Curriculum

chapter 8|17 pages

Mining The Cli-Fi World

Renegotiating the Curriculum Using Minecraft

part Theme IV|34 pages

Digital Literacies in the Wild – Multimodality, Materiality and Embodiment

chapter 9|15 pages

Games as Text and Games as Action

English, Literacy and Digital Games

part Theme V|59 pages

Assessment, Digital Games and Teachers as Creative Professionals

chapter 11|17 pages

Serious Outcomes from Serious Play

Teachers' Beliefs About Assessment of Games-Based Learning in Schools

chapter 12|20 pages

Playing, Making and Analysing Games

Cases of Assessment and Serious Play

chapter 13|14 pages

Quests, Achievements and Experience Points

Opportunities to Level Up Through School-Based Serious Play

chapter |4 pages

Post Script