ABSTRACT

This chapter introduces curatorship as a concept to explore how teachers in the Serious Play project deployed digital games to assemble curriculum experiences for students. It argues that curatorship may help us understand how teachers use games in the curriculum design process to provide students with learning pathways. The chapter considers how games were used in the English, Science, Studies of Society and Environment, and Religious Education curriculum areas. It argues that it is important to recognise the consequences of curriculum curatorship with digital games when classroom and pedagogic practices change gameplay in unintended or unexpected ways. The final example of curation discusses a teacher's use of the game Secret Agent: Mission One in a Year 9 Religious Education class at a private boys' school. The chapter identifies the opportunities that curatorship provides, particularly in digital contexts, where gameplay can be woven into students' learning experiences, to enhance their engagement with curriculum concepts and learning.