Utilising data from semi-structured interviews (n = 20), this paper explores the educational function of internationally popular, blockbuster videogames, including the ways in which players identify and operationalise these learning experiences. It proposes a framework through which different learning experiences in mainstream, culturally significant games can be categorised, utilising dialogic learning approaches–drawn from application of–to position players in constant dialogue with the games that they play: a co-constructive pedagogy of videogames. We find that, in the context of popular videogames, implicit learning is relevant, present, and valuable alongside than explicit alternatives. Our contribution is to offer a reimagined dialogic typology which can help players, educators, caregivers and games scholars identify, utilise and research digital play-learning.
CITATION STYLE
Denham, J., Spokes, M., Coward-Gibbs, M., & Veal, C. (2023). Personal, pedagogic play: a dialogic model for video game learning. Pedagogy, Culture and Society. https://doi.org/10.1080/14681366.2023.2272164
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