Students' Aesthetic Experiences of Playing Exergames: A Practical Epistemology Analysis of Learning

The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional approach, drawing on the work of John Dewey, was used in the study and the data consisted of video-and audio recordings of ongoing video gaming. A practical epistemology analysis PEA was used in order to explore the students' meaning-making in depth. When analyzing the data, the importance of performing well in relation to the challenges the game offers; developing techniques suitable for the game; and interacting socially with one's peers emerged as main themes in the students' meaning-making and learning. It was clear that the students' taste for gaming played a crucial role in how they proceeded in the activity and that meaningful gaming included an intrinsic combination of pleasure and displeasure.

[1]  Sharan B. Merriam,et al.  Qualitative research and case study applications in education , 1998 .

[2]  E. Eisner Educational Connoisseurship and Criticism: Their Form and Functions in Educational Evaluation , 1976 .

[3]  Catherine D. Ennis,et al.  Implications of exergaming for the physical education curriculum in the 21st century , 2013 .

[4]  R. Bogdan Qualitative research for education : an introduction to theory and methods / by Robert C. Bogdan and Sari Knopp Biklen , 1997 .

[5]  K. Armour,et al.  School–university partnerships and physical education teacher education student learning: A fruitful division of labour? , 2012 .

[6]  B. Rogoff Apprenticeship in Thinking: Cognitive Development in Social Context , 1990 .

[7]  J. Dewey Experience and Education , 1938 .

[8]  B. Flyvbjerg Five Misunderstandings About Case-Study Research , 2006, 1304.1186.

[9]  Student Voices and Digital Technologies in Australian School Education , 2012 .

[10]  Bieke De Fraine,et al.  Game-Based Learning in Teacher Education: A Strategy to Integrate Digital Games into Secondary Schools , 2012, Int. J. Game Based Learn..

[11]  Ian J. Pitt,et al.  Detecting Learning Style through Biometric Technology for Mobile GBL , 2012, Int. J. Game Based Learn..

[12]  J. Kirk,et al.  Reliability and Validity in Qualitative Research , 1985 .

[13]  Sean B. Eom,et al.  Student satisfaction and learning outcomes in e-learning : an introduction to empirical research , 2011 .

[14]  James V. Wertsch,et al.  Sociocultural studies of mind: The need for action in sociocultural research , 1995 .

[15]  P. Bourdieu Distinction: A Social Critique of the Judgement of Taste* , 2018, Food and Culture.

[16]  Ioana Boghian Distinction: A Social Critique of the Judgement of Taste , 2013 .

[17]  V. Minichiello,et al.  In-depth Interviewing: Principles, Techniques, Analysis , 2008 .

[18]  Ninitha Maivorsdotter,et al.  Aesthetic experience as an aspect of embodied learning: stories from physical education student teachers , 2009 .

[19]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[20]  Sara de Freitas,et al.  Towards a New Learning: Play and Game-Based Approaches to Education , 2013, Int. J. Game Based Learn..

[21]  Rudy McDaniel,et al.  Evaluating the Relationship between Cognitive Style and Pre-Service Teachers' Preconceived Notions about Adopting Console Video Games for Use in Future Classrooms , 2013, Int. J. Game Based Learn..

[22]  J. Lave Understanding practice: The practice of learning , 1993 .

[23]  Antonia Szymanski,et al.  Gaming the Classroom Viewing Learning Through the Lens Self Determination Theory , 2015, Int. J. Game Based Learn..

[24]  M. Quennerstedt,et al.  Being a competent athlete or a competent teacher? Aesthetic experiences in physical education teacher education , 2014 .

[25]  J. Dewey Art as Experience , 1934 .

[26]  M. Quennerstedt,et al.  The act of running: a practical epistemology analysis of aesthetic experience in sport , 2012 .

[27]  D. Caulley Qualitative research for education: An introduction to theories and methods , 2007 .

[28]  Geraldine Cotter,et al.  Practice as learning , 2016 .

[29]  J. B. Arbaugh,et al.  A REVIEW OF RESEARCH METHODS IN ONLINE AND BLENDED BUSINESS EDUCATION: 2000-2009. , 2010 .

[30]  Ang Chen Effects of exergaming and the physical education curriculum , 2013 .

[31]  Per-Olof Wickman,et al.  The Roles of Aesthetic Experience in Elementary School Science , 2008 .

[32]  Leif Östman,et al.  Learning as discourse change: A sociocultural mechanism , 2002 .

[33]  P. Wickman,et al.  Skating in a life context: examining the significance of aesthetic experience in sport using practical epistemology analysis , 2011 .

[34]  Chris Beaumont,et al.  Technology and problem-based learning , 2005 .

[35]  Paul Lajbcygier,et al.  E-Learning Technologies and Evidence-Based Assessment Approaches , 2009 .

[36]  Haichun Sun,et al.  Exergaming Impact on Physical Activity and Interest in Elementary School Children , 2012, Research quarterly for exercise and sport.