Kafai & Burke (2015) Constructionist gaming: Understanding the benefits of making games for learning



The purpose of this article is to determine the educational benefits of allowing children to design games.

The article begins by synthesizing fifty-five studies regarding making games and learning. Through this synthesis it was found that most of these studies focused on using game making to teach coding and academic content but there were few studies regarding collaboration and identity in game making. The article then argues for the use of games for collaboration and identity. Making games helps to connect students to each other. It also brings up the issues of diversity and access.

This doesn’t really relate much to the other articles because it’s about game making and not about game playing although there are some connections to the article Design of Educational Multiplayer Videogames: A Vision from Collaborative Learning because they both advocate for the enhancement of collaboration through games.

The keywords for this article are: constructionist gaming, personal dimensions, social dimensions, cultural dimensions, connected gaming

Some useful articles were:

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Young, M. F., Slota, S., Cutter, A. R., Jalette, G., Mullin, G., Lai, B., … Yukhymenko, M. (2012). Our princess is another castle: A review of trends in serious gaming for education. Review of Educational Research, 82, 61–89.

Some questions I have after reading this article are:

What classes would game making be useful for?

Is game making more beneficial than game playing?

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