Abstract
This article highlights and discusses potential opportunities, limitations and problems related to using games and game technologies (such as gamification) in education. For the purpose of the study, games are seen ontologically as conditional realities. The world-of-work and world-of-play concept, which stems from the ideas of social phenomenology about lifeworld and multiple realities, forms a methodological basis for the analysis and differentiation between game and non-game activities, thus underlying the scientific novelty of our study. The following conclusions were inferred: By turning learning into a game we may prompt students to perceive the world-of-work (duties, responsibilities) as the world-of-play (desires, freedom); then, either the school will lose its socializing role in preparing students for life, which is a world of work and commitments rather than a world of game, or students will become bored with the game that will lose its appeal (or suggest manipulations). Thus, despite all its advantages, game-based and gamified education should not be seen as a panacea.
Cite
CITATION STYLE
Gilyazova, O. (2020). Gaming practices and technologies in education: their educational potential, limitations and problems in the world-of-work and world-of-play context. Revista Tempos e Espaços Em Educação, 13(32), 1–23. https://doi.org/10.20952/revtee.v13i32.14276
Register to see more suggestions
Mendeley helps you to discover research relevant for your work.