Abstract

This paper explores the implications of youths’ out-of-school gaming practices for teaching and learning in formal and informal learning contexts. We report on a study where we examined the video game play of two youths using a case study approach. User experience approaches, e.g. the think-aloud protocol and interviews, were grounded in the theoretical framework of social semiotics to analyse the gameplay videos and to discuss the implications for the youths’ learning. The paper contends that youths are demonstrating critical thinking, empathy, and multimodal literacy through their gameplay. We offer suggestions for how adults can use video games for youths’ learning.

Highlights

  • IntroductionDigital play involves the use of technology, including computers and laptops, tablets, smartphones, electronic toys, and console games for playing and learning activities (Marsh et al, 2016)

  • People learn as they play (Oliver & Carr, 2009)

  • We recognise that the demonstration of these skills in video gameplay does not mean that players are able to transfer the critical thinking to academic subjects or empathy to real-world situations

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Summary

Introduction

Digital play involves the use of technology, including computers and laptops, tablets, smartphones, electronic toys, and console games for playing and learning activities (Marsh et al, 2016). Engagement with video games is a type of digital play that can bring about learning (Toh & Lim, 2021; Squire, 2011) as they incorporate sound learning principles, such as “just in time learning” that can be used for teaching various subjects in schools (Gee, 2003). Digital play motivates learning because it engages with the students’ “lifeworld” (New London Group, 1996). Digital play can be integrated into schools to intrinsically motivate students for their self-directed (Karakas & Manisaligil, 2012) and peer-to-peer learning (Butler, 2017). Digital play can be an effective way for students to demonstrate new literacies needed for the future workforce

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