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Ludoliteracy: Defining, Understanding, and Supporting Games Education

Jese Leos
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Published in Ludoliteracy: Defining Understanding And Supporting Games Education
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In the 21st century, digital technologies have become ubiquitous in our lives. As a result, there has been a growing interest in the educational potential of games. Games have been shown to be effective in teaching a variety of skills, including:

  • Critical thinking
  • Problem-solving
  • Creativity
  • Collaboration
  • Social-emotional learning

Despite the growing evidence of the benefits of games for learning, there is still a lack of understanding about how to use games effectively in educational settings. This article provides a definition of ludoliteracy, a framework for understanding games education, and some practical tips for supporting games education.

Ludoliteracy is the ability to understand and engage with games. It is a complex skill that involves a variety of different cognitive and social-emotional skills, including:

Ludoliteracy: Defining Understanding and Supporting Games Education
Ludoliteracy: Defining, Understanding, and Supporting Games Education
by Jose P. Zagal

4.5 out of 5

Language : English
File size : 432 KB
Text-to-Speech : Enabled
Enhanced typesetting : Enabled
Word Wise : Enabled
Print length : 164 pages
Lending : Enabled
Screen Reader : Supported
  • Cognitive skills: These include the ability to understand the rules of a game, to develop strategies for playing the game, and to make decisions about how to play the game.
  • Social-emotional skills: These include the ability to communicate with other players, to cooperate with others, and to resolve conflicts.

Ludoliteracy is a valuable skill that can be used in a variety of settings, including:

  • Education: Games can be used to teach a variety of subjects, including math, science, history, and language arts.
  • Work: Games can be used to train employees on new skills, to solve problems, and to make decisions.
  • Social activities: Games can be used to build relationships, to socialize, and to have fun.

There are a number of different ways to approach games education. One useful framework is the "four pillars of games education" developed by the Joan Ganz Cooney Center at Sesame Workshop. The four pillars are:

  • Gameplay: This is the core of games education. Students learn by playing games and engaging with the game mechanics.
  • Game design: This involves students in designing and creating their own games. This can help them to develop their creativity, problem-solving skills, and technical skills.
  • Game culture: This involves students in learning about the history, culture, and social impact of games. This can help them to become more critical consumers of games and to understand the role that games play in our society.
  • Game literacy: This involves students in developing the skills necessary to understand and engage with games. This includes learning how to read and write about games, how to analyze games, and how to use games for learning.

There are a number of things that educators can do to support games education. These include:

  • Providing students with access to games: This can be done through a variety of means, such as purchasing games for the classroom, setting up a game club, or partnering with a local game store.
  • Creating opportunities for students to play games: This can be done through assigning game-based projects, setting up game-based learning stations, or incorporating games into lesson plans.
  • Training teachers on how to use games in the classroom: This can be done through professional development workshops, online courses, or peer mentoring.
  • Evaluating the effectiveness of games education: This is important to ensure that games are being used effectively to improve student learning.

Games are a powerful tool that can be used to teach a variety of skills and knowledge. By understanding ludoliteracy and by using a framework for games education, educators can support students in developing the skills they need to succeed in the 21st century.

Ludoliteracy: Defining Understanding and Supporting Games Education
Ludoliteracy: Defining, Understanding, and Supporting Games Education
by Jose P. Zagal

4.5 out of 5

Language : English
File size : 432 KB
Text-to-Speech : Enabled
Enhanced typesetting : Enabled
Word Wise : Enabled
Print length : 164 pages
Lending : Enabled
Screen Reader : Supported
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The book was found!
Ludoliteracy: Defining Understanding and Supporting Games Education
Ludoliteracy: Defining, Understanding, and Supporting Games Education
by Jose P. Zagal

4.5 out of 5

Language : English
File size : 432 KB
Text-to-Speech : Enabled
Enhanced typesetting : Enabled
Word Wise : Enabled
Print length : 164 pages
Lending : Enabled
Screen Reader : Supported
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