DIGITAL LIBRARY
GAMING AND PLAYFUL PRACTICES IN THE 21ST CENTURY LEARNING ENVIRONMENT
University of Dortmund (GERMANY)
About this paper:
Appears in: ICERI2019 Proceedings
Publication year: 2019
Pages: 3989-3997
ISBN: 978-84-09-14755-7
ISSN: 2340-1095
doi: 10.21125/iceri.2019.1001
Conference name: 12th annual International Conference of Education, Research and Innovation
Dates: 11-13 November, 2019
Location: Seville, Spain
Abstract:
As teachers and educators, we are always looking for new ways to help our students, in particular those from low-SES families or from families with a background in migration, reach their learning goals more effectively. Very often we witness trends and strategies come and go or just be repackaged and given new names. However, as digitalization and mediatization become more and more important aspects in our lives, we come across a lot of new and challenging but at the same time exciting strategies, methods, and tools, which can be integrated into our 21st century learning environment - such as gaming and playful practices. Integrating gaming or game elements into diverse learning contexts can help to increase creativity and social skills as well as foster the engagement in the learning process and at the same time connecting to learners' real life experiences. It is not just the explicit use of video games that communicates information and knowledge but the playfulness itself that enhances several competencies, such as navigation and therefore reading. Using convergent media practices such as Wikis, Blogs, Social Networks, online games, or applications, students improve their skills and achieve modern day competencies. Navigating through transmedia storylines, students practice efficiency while searching for the quickest route to find the information they need. They develop routines and are skilled in evaluation of contents and they work together, profiting from online knowledge communities.

These strategies can be seen as playing itself. Knowing the specific rules of digital texts, learners use them effortlessly.

This work aims to highlight gaming as a media practice, such as reading or writing, that needs to be included into educational contexts. Therefore, we like to discuss its educational value and introduce strategies and experiences while giving theoretical background.
Keywords:
Gaming, gamification, playfulness, learning, digitalization, mediatization, convergence, transmedia.