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Article: Creativity and Digital Game-based Learning: A Game Selection Framework for New DGBL Teachers (feat. Animal Crossing: New Horizons)
| Title | Creativity and Digital Game-based Learning: A Game Selection Framework for New DGBL Teachers (feat. Animal Crossing: New Horizons) |
|---|---|
| Authors | |
| Issue Date | 11-Nov-2023 |
| Publisher | Hong Kong Association for Educational Communications and Technology |
| Citation | Journal of communication and education, 2023, v. 6, n. 1, p. 5-26 How to Cite? |
| Abstract | During the global COVID-19 pandemic, there was a significant increase in the popularity of digital games around the world. However, the adoption of digital games in education has mostly remained stagnant due to significant barriers faced by new teachers of digital game-based learning (DGBL). These barriers include the lack of easy-to-grasp resources on digital game selection and creative pedagogical ideas to integrate digital games into their lessons. To address this issue, this paper proposes a three-stage filtration system for the selection of DGBL-friendly games to fill the niche. The system consists of three filters: game acceptance, game design, and game support. These filters serve as stages for efficient identification, screening, and inclusion processes respectively. To demonstrate the effectiveness of the proposed framework, the Nintendo Switch game Animal Crossing: New Horizons (ACNH) is used as a case study. Virtual interviews with experienced (student) players of ACNH are conducted and excerpts from these interviews are documented. Additionally, ample creative ideas for adapting the digital game are provided. By implementing this three-stage filtration system and using ACNH as a case study, this paper aims to provide valuable insights and practical examples for educators to overcome the barriers they face when incorporating digital games into their teaching practices. |
| Persistent Identifier | http://hdl.handle.net/10722/357177 |
| DC Field | Value | Language |
|---|---|---|
| dc.contributor.author | Law, Locky | - |
| dc.date.accessioned | 2025-06-23T08:53:48Z | - |
| dc.date.available | 2025-06-23T08:53:48Z | - |
| dc.date.issued | 2023-11-11 | - |
| dc.identifier.citation | Journal of communication and education, 2023, v. 6, n. 1, p. 5-26 | - |
| dc.identifier.uri | http://hdl.handle.net/10722/357177 | - |
| dc.description.abstract | <p>During the global COVID-19 pandemic, there was a significant increase in the popularity of digital games around the world. However, the adoption of digital games in education has mostly remained stagnant due to significant barriers faced by new teachers of digital game-based learning (DGBL). These barriers include the lack of easy-to-grasp resources on digital game selection and creative pedagogical ideas to integrate digital games into their lessons. To address this issue, this paper proposes a three-stage filtration system for the selection of DGBL-friendly games to fill the niche. The system consists of three filters: game acceptance, game design, and game support. These filters serve as stages for efficient identification, screening, and inclusion processes respectively. To demonstrate the effectiveness of the proposed framework, the Nintendo Switch game Animal Crossing: New Horizons (ACNH) is used as a case study. Virtual interviews with experienced (student) players of ACNH are conducted and excerpts from these interviews are documented. Additionally, ample creative ideas for adapting the digital game are provided. By implementing this three-stage filtration system and using ACNH as a case study, this paper aims to provide valuable insights and practical examples for educators to overcome the barriers they face when incorporating digital games into their teaching practices.<br></p> | - |
| dc.language | eng | - |
| dc.publisher | Hong Kong Association for Educational Communications and Technology | - |
| dc.relation.ispartof | Journal of communication and education | - |
| dc.rights | This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. | - |
| dc.title | Creativity and Digital Game-based Learning: A Game Selection Framework for New DGBL Teachers (feat. Animal Crossing: New Horizons) | - |
| dc.type | Article | - |
| dc.identifier.volume | 6 | - |
| dc.identifier.issue | 1 | - |
| dc.identifier.spage | 5 | - |
| dc.identifier.epage | 26 | - |
| dc.identifier.eissn | 2311-5157 | - |
| dc.identifier.issnl | 2311-5157 | - |
