The humane interface: new directions for designing interactive systems
The humane interface: new directions for designing interactive systems
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Epistemic frames for epistemic games
Computers & Education - Virtual learning? Selected contributions from the CAL 05 symposium
Acting with Technology: Activity Theory and Interaction Design (Acting with Technology)
Acting with Technology: Activity Theory and Interaction Design (Acting with Technology)
Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications
Discoveries in Gaming and Computer-Mediated Simulations: New Interdisciplinary Applications
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A qualitative case study is presented that examines learning through video games, focusing on whether player experiences of failure create opportunities for learning. Examples of collaborative play are presented from three video games, including Civilization IV, RollerCoaster Tycoon 3, and Making History: The Calm & the Storm. An inductive analysis reveals that some experiences of failure frustrate game players, leading to the abandonment of an in-game task, while others lead to increased motivation to try a different strategy. The activity-theoretic level of activity at which failure occurs is used to account for these differences in outcomes of failure.