DIGITAL LITERACY GAMES: Digital games designed to support digital literacy skills acquisition

DossierGOCI.KIEM.01.033
StatusLopend
Startdatum1 oktober 2021
Einddatum15 mei 2023
RegelingKIEM GoCI 2020-2023
Thema's
  • Veiligheid
  • Kunst
  • Onderwijs
  • Jeugd in ontwikkeling, opvoeding en onderwijs
  • Tussen conflict en coƶperatie
  • Levend verleden
  • Creatieve industrie
  • Kunst en de creatieve industrie
  • Onderwijs en talentontwikkeling
  • Veerkrachtige samenleving: in wijk, stad en regio

The growing use of digital media has led to a society with plenty of new opportunities for knowledge exchange, communication and entertainment, but also less desirable effects like fake news or cybercrime. Several studies, however, have shown that children are less digital literate than expected. Digital literacy has consequently become a key part within the new national educational policy plans titled Curriculum.nu and the Dutch research and policy agendas. This research project is focused on the role the game sector can play in the development of digital literacy skills of children. In concrete, we want to understand the value of the use of digital literacy related educational games in the context of primary education. Taking into consideration that the childhood process of learning takes place through playing, several studies claim that the introduction of the use of technology at a young age should be done through play. Digital games seem a good fit but are themselves also part of digital media we want young people to be literate about. Furthermore, it needs to be taken into account that digital literacy of teachers can be limited as well. The interactive, structured nature of digital games offers potential here as they are less dependent on the support and guidance of an adult, but at the same time this puts even more emphasis on sensible game design to ensure the desired outcome. The question is, then, if and how digital games are best designed to foster the development of digital literacy skills. By harnessing the potential of educational games, a consortium of knowledge and practice partners aim to show how creating theoretical and practical insights about digital literacy and game design can aid the serious games industry to contribute to the societal challenges concerning contemporary literacy demands.

Contactinformatie

Erasmus Universiteit Rotterdam

Teresa de la Hera Conde-Pumpido, contactpersoon

Consortiumpartners

bij aanvang project

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