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pedagogical and technological barriers that impact on the use of games technology for learning<br />

acquisition.<br />

The White Card Game was funded through the VET E-learning strategy and to date there has been<br />

over 1000 downloads of the game, including institutions that only need a single copy for sitewide<br />

distribution. The game has been recognised as a successful pedagogical platform, having won<br />

Bronze in the IMS Global Learning Impact awards in San Diego, 2013, and Simulation Australia -<br />

Grand Prize 2013.<br />

References<br />

Barab, S. A., Dodge, T., Ingram-Goble, A., Peppler, K., Pettyjohn, P., Volk, C., & Solomoua, M.<br />

(2010). Pedagogical dramas and transformational play: Narratively rich games for learning. Mind,<br />

Culture, and Activity, 17(3), 235-264.<br />

Carroll, J. B. (1989). The Carroll Model: A 25-Year Retrospective and Prospective View. Educational<br />

Researcher, 18(1), 26-31.<br />

Csikszentmihalyi, M. (1992). Flow: the Psychology of Happiness. London: Random House.<br />

de Freitas, S., & Maharg, P. (2011). Digital Games and Learning: Modelling Learning Experiences in<br />

the Digital Age. In S. d. Freitas, H. Jenkins, & P. Maharg (Eds.), Digital Games and Learning (pp.<br />

17-39). London: Continuum International Publishing Group.<br />

Engestrom, Y. (1987). Learning by expanding. An activity-theoretical approach to developmental<br />

research. Helsinki: Orienta-Konsultit Oy.<br />

Engestrom, Y. (2008). From teams to knots: Activity-theoretical studies of collaboration and learning<br />

at work: Cambridge University Press.<br />

Fu, F. L., Su, R. C., & Yu, S. C. (2009). EGameFlow: A scale to measure learners' enjoyment of e-<br />

learning games. Computers & Education, 52(1), 101-112.<br />

Gee, J. (2007). Good Video Games + Good Learning. New York: Peter Lang.<br />

Kaptelinin, V., & Nardi, B. (2012). Activity Theory in HCI: Fundamentals and Reflections (Vol. 5):<br />

Morgan and Claypool.<br />

Klimmt, C., Hartmann, T., & Frey, A. (2007). Effectance and control as determinants of video game<br />

enjoyment. CyberPsychology & Behavior, 10(6), 845-848.<br />

Papert, S. (1998). Does Easy Do It? Children, Games, and Learning. Game Developer, 88.<br />

Ryan, R., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A selfdetermination<br />

theory approach. Motivation and Emotion, 30(4), 344-360.<br />

Whitton, N. (2009). Learning with Digital Games: A Practical Guide to Engaging Students in Higher<br />

Education<br />

O'Rourke, M. (2015). Connecting fun and learning- an activity-theoretical approach to competency<br />

based game development. In T. Reiners, B.R. von Konsky, D. Gibson, V. Chang, L. Irving, & K. Clarke<br />

(Eds.), Globally connected, digitally enabled. Proceedings ascilite 2015 in Perth (pp. CP:165-CP:169).<br />

Note: All published papers are refereed, having undergone a double-blind peer-review process.<br />

The author(s) assign a Creative Commons by attribution licence enabling others<br />

to distribute, remix, tweak, and build upon their work, even commercially, as long<br />

as credit is given to the author(s) for the original creation.<br />

521<br />

CP:169

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