Electronic Playworlds

 

       
       

 

These screenshots are from a fraction game design project conducted in the Spring 1998 with a class of fourth and fifth grade students at the Corinne Seeds University Elementary School.
 

 

 

Kafai, Y. B. (1995). Minds in play: Computer game design as a context for children's learning. Hillsdale, NJ: Lawrence Erlbaum Associates.

Kafai, Y. B. (1996). Gender differences in children's constructions of video games. In Patricia M. Greenfield & Rodney R. Cocking (Eds.), Interacting with video (pp. 39­66). Norwood, NJ: Ablex Publishing Corporation. Also in Yasmin B. Kafai and Mitchel Resnick (1996) (Eds.), Constructionism in practice: Designing, thinking, and learning in a digital world (pp. 97­111). Mawhaw, NJ: Lawrence Erlbaum Associates.

Playing video games has become a common activity among American children. Many research approaches have focused on explaining why children love playing these games and what effects of video game playing have on children's social, cognitive and emotional well-being. Here I propose to discuss video games from a different perspective-when children are making their own video games instead of playing them. In designing such games, which features of commercially available video games would children choose to include in their own designs? Concerning the gender stereotyping found in many video games, what kind of games would girls choose to design? The results indicate significant gender differences in all aspects of the game design: genre, worlds, characters, interactions, and feedback. The gender-related choices and the emergence of nar-rative game forms are discussed in more detail. Conclusions address the potential of game-making environments in light of the study's results.

 

Kafai, Y. B. (1998). Video game designs by children: Consistency and variability of gender differences. In J. Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat: Gender and Computer Games (pp. 90­114). Boston, MA: MIT Press. Also in M. Kinder (Ed.) (1999), Kids' media culture (pp.293-316). Durham: Duke University Press.

Over the past ten years interactive technologies have become a significant part of children's culture. Video games such as Super Mario Brothers™ or Sonic™ have found a stable place in children's playrooms, in particular games catering to boy's interests in sports, adventure and combat (Provenzo, 1991). Only recently has so called "pink software" established a playground for girls promoting games and software such as Barbie's Fashion Designer™ or the Babysitter Club™ that draw on characters and activities popular among girls. In many ways, the production of interactive toys and games seems to replicate gender differences found in traditional toys and games and the interests these generate in children (Garvey, 1990; Kinder, 1991; Singer & Singer, 1991; Sutton-Smith, 1986). There is ample evidence in the research literature for the existence of gender differences in children's video game interest, use and performance (Goldstein, 1994; Provenzo, 1991). These gender differences also appear when children are asked to make their own video games (Kafai, 1996). But there are some indicators that these differences are not as universal as they may appear at first: some software such as Where in the World is Carmen Sandiego?™ seem to have equal appeal for boys and girls and some girls like to play video games albeit with different interpretations (Gailey, 1993). Furthermore, gender differences in play performance disappear after extended exposure (Greenfield & Cocking, 1994), a claim which is also supported by research on girls' general use of and interest in technology (Linn, 1985). While these are isolated indicators, they point out that gender differences are not as consistent as one might believe. It is possible that children display more versatility and range in their play interests and that particular factors such as game structures or context settings might have an impact. Research on children's toy and play preferences has provided evidence that structures of toys and play settings can elicit certain behaviors from play participants (Karpoe & Olney, 1983; Ross & Taylor, 1989). The current analysis of video games designed by boys and girls intends to shed some light on the discussion around gender differences by comparing and contrasting two different game design contexts. In one context, I asked students between the ages nine and ten to design and implement educational video games to teach fractions to younger students. In the second context, I asked children to design and implement educational video games to teach younger students about the solar. The context differences examined in this paper refer to differences between subject matters, mathematics and science. In the following sections, I first review pertinent research and describe the research context in which the students produced the video games. Next, I compare and contrast the games designed by boys and girls in the two different contexts taking into consideration features such as genres, worlds, character design, interactions, and narrative. In the discussion, I address the context dependency of gender differences and what insights these results provide for developing video game design and play environments.


Kafai, Y. B. (1998). Play and technology: Revised realities and potential perspectives. In D. P. Fromberg, & D. Bergen, (Eds.), Play from birth to twelve: Contexts, perspectives, and meanings (pp. 93­99). New York: Garland Publishing.

Interactive technologies such as video games have become an integral part of children's play culture and living conditions. Many video games present virtual worlds in which children can control and interact with fantasy figures and develop mastery of complex action sequences. This particular nature of video game playing and its impact on children's social, cognitive, and motivational development is used as an example for the revised realities of play. While video games in their current form provide children with new playgrounds, the potential of interactive technologies to provide construction material for play has received far less attention. A study of children making electronic games examplifies constructive aspects of play with interactive technologies. The chapter concludes with an outlook of the next generation of electronic building blocks and virtual playgrounds in which children can play and interact over long distances.

Kafai, Y. B., Franke, M., Ching, C., & Shih, J. (1998). Games as interactive learning environments fostering teachers' and students' mathematical thinking. International Journal of Computers for Mathematical Learning, 3(2), 149-193.

Many learning environments, computer-based or not, have been developed for either students or teachers alone to engage them in mathematical inquiry. While some headway has been made in both directions, few efforts have concentrated on creating learning environments that bring both teachers and students together in their teaching and learning. In the following paper, we propose game design as such a learning environment for students and teachers to build on and challenge their existing understandings of mathematics, engage in relevant and mean-ingful learning contexts, and develop connections among their mathematical ideas and their real world contexts. To examine the potential of this approach, we conducted and analyzed two studies: Study I focused on a team of four elementary school students designing games to teach fractions to younger students, Study II focused on teams of pre-service teachers engaged in the same task. We analyzed the various games designed by the different teams to understand how teachers and students conceptualize the task of creating virtual game learning environment for others, in which ways they integrate their understanding of fractions and develop notions about students' thinking in fractions, and how conceptual design tools can provide a common platform to develop meaningful fraction contexts. In our analysis, we found that most teachers and students, when left to their own devices, create instructional games to teach fractions that incorporate little of their knowledge. We found that when we provided teachers and students with conceptual design tools such as game screens and design directives that facilitated an in-tegration of content and game context, the games as well as teachers' and students' thinking increased in their sophistication. In the discussion, we elaborate on how the design activities helped to integrate rarely used informal knowledge of students and teachers, how the conceptual design tools improved the instructional design process, and how students and teachers benefit in their mathematical inquiry from each others' perspectives. In the outlook, we discuss features for computational design learning environments.

 


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