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Article
Publication date: 31 March 2023

Ekta Shokeen, David Weintrop, Anthony James Pellicone, Peter Francis Moon, Diane Ketelhut, Michel Cukier and Jandelyn Dawn Plane

The purpose of this paper is to understand the role of perplexity in young players’ experiences within an educational videogame and how reflective thinking can help them to get…

Abstract

Purpose

The purpose of this paper is to understand the role of perplexity in young players’ experiences within an educational videogame and how reflective thinking can help them to get out of perplexing scenarios.

Design/methodology/approach

We used a constructivist grounded theory approach and the lenses of Dewey’s conceptualization of perplexity and reflective thinking to examine young players’ in-game experiences.

Findings

We find that perplexity in gameplay is an experience that occurs when players encounter uncertainty about where to go or what to do next in the game. Findings reveal that while playing an educational game players engaged in two forms of perplexity – exploration-based and puzzle-based. Additionally, we unpack how players overcome these perplexing scenarios by reflecting on the information provided in the game.

Research limitations/implications

While in a state of perplexity, reflecting on the in-game information aids players to think and make meaning, thus supporting learning. We provide suggestions for how to better utilize perplexity as an in-game design mechanism to encourage young players to reflect on in-game information.

Originality/value

This empirical study is original in its context of studying the phenomenon of perplexity in videogames and young players’ in-game reflection experiences.

Details

Information and Learning Sciences, vol. 124 no. 3/4
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 2 August 2022

Merijke Coenraad

Computing technology is becoming ubiquitous within modern society and youth use technology regularly for school, entertainment and socializing. Yet, despite societal belief that…

Abstract

Purpose

Computing technology is becoming ubiquitous within modern society and youth use technology regularly for school, entertainment and socializing. Yet, despite societal belief that computing technology is neutral, the technologies of today’s society are rife with biases that harm and oppress populations that experience marginalization. While previous research has explored children’s values and perceptions of computing technology, few studies have focused on youth conceptualizations of this technological bias and their understandings of how computing technology discriminates against them and their communities. This paper aims to examine youth conceptualizations of inequities in computing technology.

Design/methodology/approach

This study analyzes a series of codesign sessions and artifacts partnering with eight black youth to learn about their conceptualizations of technology bias.

Findings

Without introduction, the youth demonstrated an awareness of visible negative impacts of technology and provided examples of this bias within their lives, but they did not have a formal vocabulary to discuss said bias or knowledge of biased technologies less visible to the naked eye. Once presented with common technological biases, the youth expanded their conceptualizations to include both visible and invisible biases.

Originality/value

This paper builds on the current body of literature around how youth view computing technology and provides a foundation to ground future pedagogical work around technological bias for youth.

Details

Information and Learning Sciences, vol. 123 no. 7/8
Type: Research Article
ISSN: 2398-5348

Keywords

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