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Understanding the use of video games in non-formal education in Barcelona

Published: 03 December 2008 Publication History

Abstract

Video games, as with any other cultural resource, are basic tools in social and cultural learning, tools for socialising that provide players with instrumental and social competences and skills. We have just completed a pilot project entitled ELLAD, (Esplai de Lleure i Aprenentatge Digital - Digital Learning and non-formal education classroom), looking at the use of video games in non-formal educational contexts as a tool to improve the quality and effectiveness of their education practices and processes. In this paper, we summarise the factors that led to the creation of the video games classroom in the context of non-formal education, the dynamics established, the initial conclusions reached and the further research related to this pilot project: the forthcoming study "Rethinking Digital Entertainment: a project on young people's digital socialization in spare time", funded by the Spanish Ministry of Industry, that will be developed between 2009 and 2011.

References

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Newman, J. 2004. Videogames, Routledge, London, p. 146
[2]
Jensen, C. 1999. "Children's Computer Culture: Three Essays on Children and Computers", {online}, Odense University http://www.sdu.dk/~/media/Files/Information_til/Studerende_ved_SDU/Din_uddannelse/Kultur_og_formidling/WorkingPapers/08_ChildrensComputerCulture%20pdf.ashx
[3]
Ang, I. 1985. Watching Dallas. Soap Opera and the Melodramatic Imagination, Routledge, London, p. 86
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Frith, S. 1996. Performing Rites. Harvard University Press, Cambridge.
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Buckingham, D.; Goldstein, J.; Brougére, G. 2004. Toys, Games And Media, Lawrence Erlbaum Associates, London.
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Williamson, B.; Facer, K. 2004. "More than 'just a game': the implications for schools of children's computer games communities". Education, Communication & Information, vol. 4, no. 2/3, pp. 255--270.
[7]
See note 6.
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Jansz, J. 2005. "The Emotional Appeal of Violent Video Games for Adolescent Males". Communication Theory, iss. 3, pp. 219--241.
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boyd, danah. (2007) "Why Youth (Heart) Social Network Sites: The Role of Networked Publics in Teenage Social Life." MacArthur Foundation Series on Digital Learning -- Youth, Identity, and Digital Media Volume (ed. David Buckingham). Cambridge, MA: MIT Press.

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  • (2015)An Approach to Manage Evaluations Using an Interactive Board GameProceedings of the annual conference on Brazilian Symposium on Information Systems: Information Systems: A Computer Socio-Technical Perspective - Volume 110.5555/2814058.2814142(525-532)Online publication date: 26-May-2015
  • (2010)Let's play chinese charactersProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/1753326.1753565(1603-1612)Online publication date: 10-Apr-2010

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    cover image ACM Conferences
    ACE '08: Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
    December 2008
    427 pages
    ISBN:9781605583938
    DOI:10.1145/1501750
    • General Chairs:
    • Masa Inakage,
    • Adrian David Cheok
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 03 December 2008

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    Author Tags

    1. children and young people
    2. cultural consumption
    3. cultural use
    4. leisure
    5. non-formal education
    6. play
    7. video games

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    • (2015)An Approach to Manage Evaluations Using an Interactive Board GameProceedings of the annual conference on Brazilian Symposium on Information Systems: Information Systems: A Computer Socio-Technical Perspective - Volume 110.5555/2814058.2814142(525-532)Online publication date: 26-May-2015
    • (2010)Let's play chinese charactersProceedings of the SIGCHI Conference on Human Factors in Computing Systems10.1145/1753326.1753565(1603-1612)Online publication date: 10-Apr-2010

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