The politics of gaming in schools: a sociocultural perspective from Western Australia

This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions were revealed between the opportunities presented by educational gaming and the perceived problem of managing student distraction, particularly the tendency for students to spend large amounts of time playing games that have little or no educational value. The paper describes the forms of gaming that emerged at the school, considering both their educational impact and propensity to detract from students' opportunities to learn. It is argued that the perceived benefits and risks of gaming are not well understood, and that powerful political forces are at play which shape school policy, teachers' pedagogy, parent perceptions and student actions.

[1]  D. Krathwohl A Revision of Bloom's Taxonomy: An Overview , 2002 .

[2]  David J. Miller,et al.  Educational benefits of using game consoles in a primary classroom: A randomised controlled trial , 2011, Br. J. Educ. Technol..

[3]  Åke Grönlund,et al.  Reclaiming the students – coping with social media in 1:1 schools , 2014 .

[4]  Fengfeng Ke Computer games application within alternative classroom goal structures: cognitive, metacognitive, and affective evaluation , 2008 .

[5]  Community Services,et al.  Growing up in Australia: the longitudinal study of Australian children , 2009 .

[6]  Yeo Gee Kin,et al.  Teacher Perceptions of Games in Singapore Schools , 2012 .

[7]  Glenda A. Gunter,et al.  Serious game-based and nongame-based online courses: Learning experiences and outcomes , 2013, Br. J. Educ. Technol..

[8]  Xiaoming Li,et al.  Buried Treasure: The Impact of Computer Use on Young Children's Social, Cognitive, Language Development and Motivation , 2007 .

[9]  J. Voogt IT and curriculum processes: Dilemmas and challenges , 2008 .

[10]  Barbara Chamberlin,et al.  The Power of Play: Innovations in Getting Active Summit 2011 A Science Panel Proceedings Report From the American Heart Association , 2011, Circulation.

[11]  Ioannis P. Vlahavas,et al.  "Cultures in negotiation": teachers' acceptance/resistance attitudes considering the infusion of technology into schools , 2003, Comput. Educ..

[12]  J. Voogt,et al.  International handbook of information technology in primary and secondary education , 2008 .

[13]  Louise Sauvé,et al.  Distinguishing between Games and Simulations: A Systematic Review , 2007, J. Educ. Technol. Soc..

[14]  Jaan Valsiner,et al.  Culture and the Development of Children's Action: A Theory of Human Development , 1997 .

[15]  Fengfeng Ke,et al.  Games for engaged learning of middle school children with special learning needs , 2013, Br. J. Educ. Technol..

[16]  Alexandra Rankin Macgill,et al.  Teens, Video Games, and Civics: Teens' Gaming Experiences Are Diverse and Include Significant Social Interaction and Civic Engagement. , 2008 .

[17]  Andrew Hope The shackled school internet: zemiological solutions to the problem of over-blocking , 2013 .

[18]  Merrilyn Goos,et al.  A sociocultural analysis of the development of pre-service and beginning teachers’ pedagogical identities as users of technology , 2005 .

[19]  N. Selwyn Schools and Schooling in the Digital Age: A Critical Analysis , 2010 .

[21]  Larry Johnson,et al.  The NMC Horizon Report: 2012 Higher Education Edition. , 2012 .

[22]  S. A. Becker,et al.  NMC Horizon Report: 2016 Higher Education Edition , 2015 .

[23]  Michael K. Thomas,et al.  Making learning fun: Quest Atlantis, a game without guns , 2005 .

[24]  Steven Hodas,et al.  Technology Refusal and the Organizational Culture of Schools , 1995, Computerization and Controversy, 2nd Ed..

[25]  Brad E. Sheese,et al.  Deciding to Defect , 2005, Psychological science.

[26]  E. Rogers,et al.  Diffusion of innovations , 1964, Encyclopedia of Sport Management.

[27]  J. Brown,et al.  A New Culture of Learning: Cultivating the Imagination for a World of Constant Change , 2011 .

[28]  Wei Pan,et al.  Assessing the effectiveness of a 3-D instructional game on improving mathematics achievement and motivation of middle school students , 2012, Br. J. Educ. Technol..

[29]  K Jordan It's a matter of context: teacher use of ICT within a senior secondary school in Victoria , 2008 .

[30]  Nmc Horizon NMC Horizon Report: 2013 Higher Education Edition (I) , 2013 .

[31]  Cher Ping Lim,et al.  Teachers' pedagogical beliefs and their planning and conduct of computer-mediated classroom lessons , 2008, Br. J. Educ. Technol..

[32]  Benjamin S. Bloom,et al.  A Taxonomy for Learning, Teaching, and Assessing: A Revision of Bloom's Taxonomy of Educational Objectives , 2000 .

[33]  S. Lane Validity of High‐Stakes Assessment: Are Students Engaged in Complex Thinking? , 2005 .

[34]  Edith Cowan,et al.  - 1-Portable Computers Supporting Secondary School Learning , .

[35]  James Paul Gee,et al.  Learning by Design: Good Video Games as Learning Machines , 2005 .

[36]  E. Judson How Teachers Integrate Technology and Their Beliefs About Learning: Is There a Connection? , 2006 .

[37]  Mark J. Garrison,et al.  Social Contexts, Defensive Pedagogies, and the (Mis)uses of Educational Technology , 2004 .

[38]  K. Matthews,et al.  Effects of media violence on health-related outcomes among young men. , 2006, Archives of pediatrics & adolescent medicine.

[39]  Young-Kyun Baek,et al.  What Hinders Teachers in Using Computer and Video Games in the Classroom? Exploring Factors Inhibiting the Uptake of Computer and Video Games , 2008, Cyberpsychology Behav. Soc. Netw..

[40]  Michael F. Young,et al.  Our Princess Is in Another Castle , 2012 .

[41]  P. Chan,et al.  A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents , 2006, Annals of general psychiatry.

[42]  R. Creeser Growing up in Australia , 2005 .

[43]  Valerie J. Shute,et al.  Games, Learning, and Assessment , 2012 .

[44]  Peta Wyeth,et al.  Active versus Passive Screen Time for Young Children , 2012 .