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Learning in digital play: A dual case study of video gamers' independent play

2022, Toh, Weimin, Lim, Fei Victor

This paper explores the implications of youths’ out-of-school gaming practices for teaching and learning in formal and informal learning contexts. We report on a study where we examined the video game play of two youths using a case study approach. User experience approaches, e.g. the think-aloud protocol and interviews, were grounded in the theoretical framework of social semiotics to analyse the gameplay videos and to discuss the implications for the youths’ learning. The paper contends that youths are demonstrating critical thinking, empathy, and multimodal literacy through their gameplay. We offer suggestions for how adults can use video games for youths’ learning.

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Considerations on the curation of educational apps for digital play and learning

2022, Lim, Fei Victor, Toh, Weimin

Mobile devices have become increasingly ubiquitous in the contemporary communication landscape. Riding this trend, educational apps have proliferated the market, with many which claim to support and improve children’s learning and literacy development. Caregivers are often faced with the challenge of discerning the value of these educational apps and in choosing the appropriate apps for their children. In this paper, we discuss the development of a set of considerations to support caregivers in their curation of educational apps. This is done by performing a review of 28 past studies done on educational apps and synthesizing their findings to draw out common themes from the literature. These themes are then categorized into nine considerations in the form of guiding questions that caregivers can use to curate educational apps for their children’s digital play and learning. In the final part of our paper, we apply the set of considerations to three educational apps to demonstrate its utility.