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The role of interest-driven participatory game design: considering design literacy within a technology classroom

机译:感兴趣的参与式游戏设计的作用:考虑技术教室内的设计识字

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Adolescents develop skills and ideas from their interest-driven practices, which shape a type of literacy that may differ from the traditional ideas of literacy. This paper takes a qualitative approach to identify adolescents' activities through interest-driven participatory design. We interacted with grade 9 students at a Western Canadian school who were designing games in a Career and Technology Studies classroom. We collected data through weekly observations, group presentations, written individual reflections on their own designs, oral and written group peer feedback, and final interviews with group members. Based on literature review and our observations, we drew on a framework focusing on adolescents' participation in exploring, developing, and creating designs based on their own interest. We advocate for adopting interest-driven participatory game design in technology classroom, to engage learners more in learning and developing necessary skills to thrive in their lives.
机译:青少年从他们的兴趣驱动的做法中培养技能和想法,这种识字类型可能与传统的识字思想不同。 本文采取了一种定性方法来识别青少年通过兴趣的参与式设计来识别青少年的活动。 我们与9级学生在一所加拿大学校互动,他在职业生涯中设计游戏教室。 我们通过每周观察,小组演示,对自己的设计,口头和书面群体对等反馈的个人思考以及与集团成员的最终访谈进行了编写的数据。 根据文献综述和我们的观察,我们利用了一款侧重于青少年参与探索,开发和创建设计的框架。 我们倡导在技术课堂上采用兴趣导向的参与式游戏设计,从事学习者更多地学习和制定在生活中茁壮成长的必要技能。

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