2013 Summit Programme - The Centre for Excellence in Media ...
2013 Summit Programme - The Centre for Excellence in Media ...
2013 Summit Programme - The Centre for Excellence in Media ...
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Friday 20th 11.30 - 12.15. Cantor Atrium<br />
Digital Games With<strong>in</strong> <strong>Media</strong> Education: an adaptation of Paulo<br />
Freire’s method<br />
Rafael Marques de Albuquerque & Shaaron A<strong>in</strong>sworth<br />
<strong>The</strong> development of game literacy with<strong>in</strong> media education is usually based on the creation<br />
of digital games <strong>in</strong> schools (Buck<strong>in</strong>gham and Burn, 2007) or focus on students’ experiences<br />
(Klimmt, 2010; Part<strong>in</strong>gton, 2010; Zagal, 2010). This poster aims to support the latter alternative,<br />
and it is part of a PhD thesis that will empirically <strong>in</strong>vestigate this theoretical and practical<br />
approach to media literacy. Us<strong>in</strong>g the media education and game literacy literature as a basis,<br />
we <strong>in</strong>tegrated the work of the critical pedagogue Paulo Freire (1970/2012) and game studies<br />
that claim both positive (i.e. system th<strong>in</strong>k<strong>in</strong>g, problem solv<strong>in</strong>g) and negative (i.e. addictive<br />
behaviour, violent affection) effects of gam<strong>in</strong>g.<br />
poster presentations<br />
Seven characteristics shape the proposal: (i) <strong>The</strong> work of Paulo Freire emphasises criticality,<br />
rather than previous studies that proposed an emphasis on creative, cultural or protective<br />
approaches. (ii) <strong>The</strong> <strong>in</strong>clusion of the potential negative effects of gam<strong>in</strong>g <strong>in</strong> classroom discussions,<br />
consider<strong>in</strong>g that criticality towards the negative effects may m<strong>in</strong>imize them. (iii) <strong>The</strong><br />
<strong>in</strong>clusion of positive usage of digital games, consider<strong>in</strong>g that develop<strong>in</strong>g agency and criticality<br />
towards the positive potential may support learners to reach them. (iv) Regard<strong>in</strong>g positive and<br />
negative effects, the proposal considers the agency of learners to understand, judge and act<br />
on their own game habits, rather than impos<strong>in</strong>g gam<strong>in</strong>g rules or values. (v) <strong>The</strong> curriculum<br />
is created <strong>in</strong> a dialogic process; mean<strong>in</strong>g that both educationists and students collaborate<br />
on def<strong>in</strong><strong>in</strong>g the relevant themes around digital games. (vi) <strong>The</strong> educational practice <strong>in</strong>volves<br />
learners’ experiences with digital games, <strong>in</strong> order to enable them to transfer their criticality<br />
to their actual practice. (vii) Methodologically, the teach<strong>in</strong>g method is based on coded learn<strong>in</strong>g<br />
objects that are decoded by learners <strong>in</strong> a process of problematization, that leads towards<br />
experimentation <strong>in</strong> gam<strong>in</strong>g habits and, possibly, change.<br />
Keywords: game literacy, media literacy, media education, criticality,<br />
game based learn<strong>in</strong>g.<br />
Rafael Marques de Albuquerque is a PhD candidate <strong>in</strong> the School of Education of<br />
the University of Nott<strong>in</strong>gham.<br />
Shaaron A<strong>in</strong>sworth is currently Professor of Learn<strong>in</strong>g Sciences <strong>in</strong> the School of<br />
Education at the University of Nott<strong>in</strong>gham.<br />
<strong>Media</strong> Education <strong>Summit</strong> <strong>2013</strong> 43