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Exploration of Video Game Construction and Student Learning
Author(s) -
Kandise Salerno
Publication year - 2021
Publication title -
iasl conference proceedings
Language(s) - English
Resource type - Journals
ISSN - 2562-8372
DOI - 10.29173/iasl7848
Subject(s) - video game , context (archaeology) , multimedia , squire , field (mathematics) , reflection (computer programming) , game design , mathematics education , computer science , psychology , mathematics , history , archaeology , pure mathematics , programming language
Video game construction in school environments is an emerging field of study. The National Media Consortium (NMC) suggests that playing and designing video games will become an important use of technology for kindergarten to grade twelve environments in the next two to three years. Researchers are beginning to suggest that constructing video games has the potential to transform the learner (Kafai, Ching & Marshall, 1997; Kafai & Ching, 2001; Peppler & Kafai, 2007; Salen, 2007; Squire, 2006), through higher-level thinking (Salen, 2007), analytic and conceptual thinking (Clark & Sheridan, 2010), reflection and evaluation (Dickey, 2006) and a context to learn about and with technology (Kafai, Ching & Marshall, 1997). This literature review will further illuminate the research surrounding video game construction and some of the potential roadblocks that might exist for educators looking to integrate these technologies into the school environment.

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