Understanding enactivism: a study of affordances and constraints of engaging practicing teachers as digital game designers

This study is intended to deepen our understanding of enactivism, an emergent theoretical paradigm, through empirical exploration of teacher undertakings as digital game creators. Specifically, it explores the affordances and constraints, two important enactivism concepts, of practicing teachers’ experiences in designing and developing games for instructional purposes. This paper is guided by the following questions: what were the affordances perceived by the teachers in their design and building experience, and how did they enact to these affordances? What constraints presented challenges to teachers in the process? This is a case study focusing on capturing and interpreting teachers’ experiences and thinking resulting from game creation and sharing. Data are collected from practicing teachers who enrolled in a graduate course. A significant finding of this study is that the game design and building experience afforded opportunities for teachers to re-conceptualize pedagogy and teaching practice. Implications for design and limitations of the study are also discussed.

[1]  Y. Kafai Playing and Making Games for Learning , 2006, Games Cult..

[2]  Diana G. Oblinger,et al.  Educating the Net Generation , 2005 .

[3]  G. Salomon Distributed cognitions : psychological and educational considerations , 1997 .

[4]  Don Tapscott,et al.  Grown Up Digital: How the Net Generation is Changing Your World , 2008 .

[5]  R. Pea Practices of distributed intelligence and designs for education , 1993 .

[6]  J. Greeno Gibson's affordances. , 1994, Psychological review.

[7]  J. Gibson The Ecological Approach to Visual Perception , 1979 .

[8]  A. Strauss,et al.  Grounded theory , 2017 .

[9]  Lloyd P. Rieber,et al.  The Value of Serious Play , 1998 .

[10]  Muthu Kumar,et al.  Educational Technology , 2019, Lean in the Classroom.

[11]  D. Perkins Knowledge As Design , 1986 .

[12]  Matthew J. Koehler,et al.  What Happens When Teachers Design Educational Technology? The Development of Technological Pedagogical Content Knowledge , 2005 .

[13]  Daniel Wendel,et al.  The Simulation Cycle: Combining Games, Simulations, Engineering and Science Using StarLogo TNG , 2009 .

[14]  K. Squire From Content to Context: Videogames as Designed Experience , 2006 .

[15]  S. Kraemer Steps to an Ecology of Mind: Gregory Bateson , 1993, British Journal of Psychiatry.

[16]  Douglas L. Holton,et al.  Constructivism + Embodied Cognition = Enactivism: Theoretical and Practical Implications for Conceptual Change , 2010 .

[17]  Xun Ge,et al.  Technology-Rich Ethnography for Examining the Transition to Authentic Problem-Solving in a High School Computer Programming Class , 2006 .

[18]  Richard N. Van Eck Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. , 2006 .

[19]  F. Garbarini,et al.  At the root of embodied cognition: Cognitive science meets neurophysiology , 2004, Brain and Cognition.

[20]  Dennis Sumara,et al.  Engaging minds: Changing teaching in complex times. Second edition , 2008 .

[21]  J. Creswell Qualitative inquiry and research design: choosing among five traditions. , 1998 .

[22]  B. Davis,et al.  Engaging Minds: Changing Teaching in Complex Times , 2000 .

[23]  R. Yin Case Study Research: Design and Methods , 1984 .

[24]  Margaret E. Gredler,et al.  Games and Simulations and Their Relationships to Learning , 2013 .

[25]  A. Clark An embodied cognitive science? , 1999, Trends in Cognitive Sciences.

[26]  Kristian Kiili,et al.  Foundation for problem-based gaming , 2007, Br. J. Educ. Technol..

[27]  F. Varela Ethical Know-How: Action, Wisdom, and Cognition , 1999 .

[28]  Gillian Symon,et al.  Qualitative methods in organizational research : a practical guide , 1994 .

[29]  Matthew B. Miles,et al.  Qualitative Data Analysis: An Expanded Sourcebook , 1994 .

[30]  Xun Ge,et al.  Fostering 21st Century Skill Development by Engaging Students in Authentic Game Design Projects in a High School Computer Programming Class , 2011 .

[31]  Naoya Hirose,et al.  An ecological approach to embodiment and cognition , 2002, Cognitive Systems Research.

[32]  Henry Jenkins Confronting the Challenges of Participatory Culture: Media Education for the 21st Century , 2006 .

[33]  Qing Li,et al.  Instructional design and technology grounded in enactivism: A paradigm shift? , 2010, Br. J. Educ. Technol..

[34]  T. Verheggen,et al.  Enactivism and the Experiential Reality of Culture: Rethinking the Epistemological Basis of Cultural Psychology , 1999 .

[35]  M. Prensky Digital Natives, Digital Immigrants , 2001 .

[36]  M. Prensky Digital Natives, Digital Immigrants Part 1 , 2001 .

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

[38]  Qing Li Digital game building: learning in a participatory culture , 2010 .

[39]  Yasmin B. Kafai,et al.  Minds In Play: Computer Game Design as a Context for Children''s , 1994 .

[40]  E. Thompson,et al.  Sensorimotor subjectivity and the enactive approach to experience , 2005 .

[41]  Yavuz Akpinar,et al.  Pre-service Teachers' Learning Object Development: A Case Study in K-12 Setting , 2007 .

[42]  R. Jayakanthan,et al.  Application of computer games in the field of education , 2002, Electron. Libr..

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

[44]  M. Prensky Do They Really Think Differently , 2001 .

[45]  D. Buchanan Case Studies in Organizational Research , 2012 .

[46]  Brent Davis,et al.  Complexity and Education: Inquiries Into Learning, Teaching, and Research , 2006 .

[47]  Yasmin B. Kafai,et al.  Game Design as an Interactive Learning Environment for Fostering Students' and Teachers' Mathematical Inquiry , 1998, Int. J. Comput. Math. Learn..

[48]  J. Michael Spector,et al.  Handbook of Research on Educational Communications and Technology, 3rd Edition , 2012 .

[49]  Katrin Becker,et al.  Digital game-based learning once removed: Teaching teachers , 2007, Br. J. Educ. Technol..

[50]  Christine Greenhow,et al.  Learning, Teaching, and Scholarship in a Digital Age , 2009 .

[51]  Ahmet Baytak,et al.  An investigation of the artifacts and process of constructing computers games about environmental science in a fifth grade classroom , 2011 .

[52]  Vanessa Colella,et al.  Participatory Simulations: Building Collaborative Understanding Through Immersive Dynamic Modeling , 2000 .

[53]  Mitchel Resnick,et al.  Adventures in Modeling: Exploring Complex, Dynamic Systems with StarLogo , 2001 .