Students’ Aesthetic Experiences of Playing Exergames: A Practical Epistemology Analysis of Learning
2015 (English)In: International Journal of Games Based Learning, ISSN 2155-6849, E-ISSN 2155-6857, Vol. 5, no 3, 11-24 p.Article in journal (Refereed) Published
The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional approach, drawing on the work of John Dewey, was used in the study and the data consisted of video- and audio recordings of ongoing video gaming. A practical epistemology analysis (PEA) was used in order to explore the students’ meaning-making in depth. When analyzing the data, the importance of performing well in relation to the challenges the game offers; developing techniques suitable for the game; and interacting socially with one’s peers emerged as main themes in the students’ meaning-making and learning. It was clear that the students’ taste for gaming played a crucial role in how they proceeded in the activity and that meaningful gaming included an intrinsic combination of pleasure and displeasure.
Place, publisher, year, edition, pages
USA: IGI Global, 2015. Vol. 5, no 3, 11-24 p.
Exergames, Meaning-making, Learning, Aesthetic judgments, Practical Epistemology Analysis
Pedagogy Sport and Fitness Sciences
Research subject Sports Science
IdentifiersURN: urn:nbn:se:oru:diva-44217OAI: oai:DiVA.org:oru-44217DiVA: diva2:802548
ProjectsTV-spel som hälsofostran
FunderSwedish Research Council, 721-2010-4756