Students' Aesthetic Experiences of Playing Exergames
Autor: | Ninitha Maivorsdotter, Marie Öhman, Mikael Quennerstedt |
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Rok vydání: | 2015 |
Předmět: |
Video gaming
Audio equipment media_common.quotation_subject Sports science Teaching method Meaning-making Transactional analysis Practical Epistemology Analysis Education Pleasure Aesthetic judgments Pedagogy Developmental and Educational Psychology Learning Sport and Fitness Sciences media_common Idrottsvetenskap Taste (sociology) Pedagogik ComputingMilieux_PERSONALCOMPUTING Epistemology Exergames Psychology |
Zdroj: | International Journal of Game-Based Learning. 5:11-24 |
ISSN: | 2155-6857 2155-6849 |
DOI: | 10.4018/ijgbl.2015070102 |
Popis: | 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. TV-spel som hälsofostran |
Databáze: | OpenAIRE |
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