Short answer

Design learning experiences that acknowledge and actively incorporate the digital literacies and media students already engage with outside the classroom.

Field
User-Centred Design
Source
Griffith Research Online (Griffith University, Queensland, Australia) (2015)
Method
Action Research and Case Study
Evidence
Moderate effect

Digital games offer rich affordances that can be leveraged to make English curricula more relevant and engaging for students by connecting with their existing digital literacies and experiences. This user-centred design research insight is drawn from a 2015 study published in Griffith Research Online (Griffith University, Queensland, Australia). Using Action research and case study, researchers explored how this design variable affects real-world outcomes. The key design takeaway: Design learning experiences that acknowledge and actively incorporate the digital literacies and media students already engage with outside the classroom.

Study
User-Centred DesignHigh ImpactModerate effect

Digital Games as Texts: Bridging Student Lifeworlds and English Curricula

Digital games offer rich affordances that can be leveraged to make English curricula more relevant and engaging for students by connecting with their existing digital literacies and experiences.

Griffith Research Online (Griffith University, Queensland, Australia) · 2015

01

Key Findings

  • 01Digital games possess unique affordances that can be analyzed as textual elements.
  • 02Integrating digital games into English curricula can make learning more relevant to students' lifeworlds.
  • 03A structured model and heuristic can support teachers in this integration process.
02

Application

Design takeaway

Design learning experiences that acknowledge and actively incorporate the digital literacies and media students already engage with outside the classroom.

How to apply

When designing educational tools or content, consider how existing popular digital media, like games, can be deconstructed and integrated to teach core concepts.

Project actions

  • 01When researching a product, consider its 'affordances' – what it invites the user to do.
  • 02Think about how your design can connect with the user's existing hobbies or interests.
03

Method & Evidence

AimHow can the affordances of digital games be effectively integrated into secondary school English curricula to enhance student engagement and relevance?
MethodAction Research and Case Study
ProcedureResearchers collaborated with teachers and students across five secondary schools, observing classrooms and analyzing digital games as texts. They developed a model and heuristic to guide teachers in incorporating digital games into their English lessons.
ContextSecondary school English education in Australia

Variables

IVIntegration of digital games into the English curriculum.
DVStudent engagement and perceived relevance of the curriculum.
CVSchool context, teacher pedagogical approaches, specific digital games used.
04

Strengths & Limitations

Strengths

  • +Practical, classroom-based research involving real teachers and students.
  • +Development of a tangible model and heuristic for educators.

Limitations

The effectiveness of integrating digital games might depend heavily on teacher training and access to technology.

Reliability & validity

The action research methodology, involving iterative cycles of planning, acting, observing, and reflecting, can enhance the validity of findings within the specific contexts studied. Reliability might be a concern due to the variability of classroom environments and teacher implementation.

Think critically

To what extent can the 'affordances' of any digital text be objectively analyzed, and how might this analysis vary between different user groups?

05

Design Principles

"Design for relevance by connecting new learning materials to users' existing lifeworlds and digital experiences."

Designers and educators often struggle to bridge the gap between traditional learning materials and the contemporary experiences of young people. By understanding digital games not just as entertainment but as complex texts with inherent affordances, we can create more effective and resonant learning environments.

06

What This Means for Your Design

This research shows that teachers can use video games in English class to make lessons more interesting because games are like stories and puzzles that students already understand from playing them.

How to use in your project

  • 1.Use this research to justify exploring digital media or popular culture as a source of inspiration for your design project.
  • 2.Refer to this to support the idea that understanding user lifeworlds is crucial for effective design.
07

Add to My Project

08

Quick Cite

Paragraph starter

This research highlights the importance of connecting design projects with users' existing lifeworlds. By understanding the 'affordances' of popular digital media, such as video games, designers can create more relevant and engaging experiences. This approach can be applied to my design project by [explain how you will connect to user lifeworlds or digital experiences].

09

Source

Griffith Research Online (Griffith University, Queensland, Australia)

'Turning Around' to the Affordances of Digital Games: English Curriculum and Students' Lifeworlds

journal · 2015

View source

Questions About This Research

What does the research say about digital games as texts: bridging student lifeworlds and english curricula?
Design learning experiences that acknowledge and actively incorporate the digital literacies and media students already engage with outside the classroom. Evidence: Griffith Research Online (Griffith University, Queensland, Australia) (2015).
Why does "Digital Games as Texts: Bridging Student Lifeworlds and English Curricula" matter for design?
Designers and educators often struggle to bridge the gap between traditional learning materials and the contemporary experiences of young people. By understanding digital games not just as entertainment but as complex texts with inherent affordances, we can create more effective and resonant learning environments.
How can designers apply this research?
Design learning experiences that acknowledge and actively incorporate the digital literacies and media students already engage with outside the classroom.
What were the main findings?
Digital games possess unique affordances that can be analyzed as textual elements.. Integrating digital games into English curricula can make learning more relevant to students' lifeworlds.. A structured model and heuristic can support teachers in this integration process.
What research method was used?
Action Research and Case Study.
How strong is the evidence?
Evidence strength is rated Moderate effect, based on a 2015 journal from Griffith Research Online (Griffith University, Queensland, Australia).
What should I do differently in my next project?
When designing educational tools or content, consider how existing popular digital media, like games, can be deconstructed and integrated to teach core concepts.
What are the limitations?
The study focused on a specific educational context and may not be directly transferable to all curricula or age groups without adaptation. The analysis of 'affordances' can be subjective.