A new paper (PDF) that I co-authored with Sorina Itu on the analysis of serious games usage by INGOs as a means to foster virtual activism has just been published in the International Journal of Game-Based Learning . Sorina Itu deserves significant credit for this as she embarked on gathering data on which this paper is based on. Basically, this is about the battle between educators and entertainers specifically when it comes to gaming. This paper argues that the edutainment battleground has expanded to include actors outside formal schooling agencies, namely International Non-Governmental Organizations (INGOs) . These actors employ digital games with the aim to educate and activate towards specific social causes. These serious games are viewed to have tremendous potential for behavioral change through their interactive and persuasive aspects. This paper examines serious games deployed by certain prominent INGOs and analyzes the educative aspects of such new media platforms.
Showing posts with the label social change
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Recently I was invited by the Department of Education at Michigan State University to give a public lecture and some interviews on how people learn to leisure and labor with new technologies in rural India. They did a wonderful job in capturing the interview through their multimedia portal IDEAPLAY , an excellent way to disseminate and share conversations that take place at this department. Below are the links for the interview: IDEAPLAY: Payal Arora on New Media, Society and Change PART 1 PART 2 PART 3 PART 4 PART 5 Learning to leisure and labor with new technologies in rural India There is an intricate relationship between leisure, labor and learning. Much is revealed from eight-months of ethnographic fieldwork on computer-mediated social learning in rural India. The role of educational institutions against informal learning spaces such as cybercafés in fostering digital engagements is explored. Issues of global knowledge constructions, plagiarism, and