Loading…
View analytic
Wednesday, September 20 • 16:30 - 19:00
WS16: Gaming Horizons. Exploring the impact of games and gamification on learning and society LIMITED

Log in to save this to your schedule and see who's attending!

Feedback form is now closed.
Limited Capacity seats available

There is growing interest in the use of games or game elements (i.e. gamification) to aid learning, and in their impact on individual development and society. Empirical evidence often supports their efficacy for learning (Clark, Tanner-Smith, & Killingsworth, 2016; Hamari, Koivisto, & Sarsa, 2014). However, gaming introduces challenges in educational contexts regarding privacy, mandatory participation, inclusion, and potential for addiction or manipulation. The broad impact of games on health and behaviour is also poorly understood, with reviews and meta-analyses reporting conflicting evidence on aspects like their influence on aggressiveness (e.g. Ferguson, 2015; Greitemeyer & Mügge, 2014).

This 180-minute interactive workshop seeks to explore the benefits and drawbacks of using games in education. Drawing on our work on the Gaming Horizons project (www.gaminghorizons.eu; Persico et al., 2017), this participatory workshop takes a critical look at existing empirical investigations, identifying and challening the main arguments for and against the use of games in education. Discussion and reflection will be driven by participants’ own perspectives, and on experiences, questions and concerns underpinning their investigations and practices related to GBL.

Discussion will approach three disciplinary perspectives: (1) strictly educational, considering how games impact learning, dissecting which types of games show more potential for different educational objectives; (2) psychological, detailing positive and negative effects of applied and entertainment gaming on behaviour and health; (3) ethical, engaging with critical issues regarding the use of games in institutional contexts, especially with students. These perspectives will be approached discretely, and in their connections and overlaps. We ultimate aim to jointly identify some possible recommendations for stakeholders (policy makers, researchers, developers, educators, and gamers) with regards to the pivotal aspects of gaming and their applications for learning.

This interdisciplinary workshop is aimed at participants with experience in gaming and/or gamification.


Clark, D. B., Tanner-smith, E. E., & Killingsworth, S. (2016). Digital games, design, and learning: A systematic review and meta-analysis. Review of Educational Research, 86(1), 1–17. http://doi.org/10.3102/0034654315582065

Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children’s and adolescents’ aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646–666. http://doi.org/10.1177/1745691615592234

Greitemeyer, T., & Mügge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Personality and Social Psychology Bulletin, 40(5), 578–589. http://doi.org/10.1177/0146167213520459

Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? -- A literature review of empirical studies on gamification. In 2014 47th Hawaii International Conference on System Sciences (pp. 3025–3034). IEEE. http://doi.org/10.1109/HICSS.2014.377

Persico, D., Bailey, C., Dagnino, F., Earp, J., Haggis, M., Manganello, F., Passarelli, M., Perrotta, C., & Pozzi, F. (2017). D2.1 Systematic Review and Methodological Framework. Retrieved from http://www.gaminghorizons.eu/wp-content/uploads/sites/18/2017/05/D2.1-State-of-the-Art-Literature-review.pdf 

Moderators
avatar for Donatella Persico

Donatella Persico

senior reseracher, National Research Council of Italy - Institute for Educational Technology
Dr. Donatella Persico is senior researcher at CNR-ITD. She has been active in the field of educational technology since 1981. Her major research interests include learning design, e-learning, self-regulated learning, teacher training and game-based learning. She has been involved... Read More →

Speakers
avatar for Francesca Dagnino

Francesca Dagnino

Research Fellow, Istituto Tecnologie Didattiche del Consiglio Nazionale delle Ricerche
FRANCESCA M. DAGNINO is a research fellow at the Istituto per le Tecnologie Didattiche of the Consiglio Nazionale delle Ricerche (CNR). She is a psychologist and a cognitive-behavioural psychotherapist. In the last five years she participated in several national and international... Read More →


Wednesday September 20, 2017 16:30 - 19:00
Room C Congress Center Federico II - Via Partenope, 36 - Napoli 

Attendees (16)