Learning Social Skills and Accruing Social Capital through Pervasive Gaming

dc.contributor.authorSampsa Rauti
dc.contributor.authorSamuli Laato
dc.contributor.authorTarja Pietarinen
dc.contributor.organizationfi=ohjelmistotekniikka|en=Software Engineering|
dc.contributor.organizationfi=opettajankoulutuslaitos (Turku)|en=Department of Teacher Education (Turku)|
dc.contributor.organizationfi=tietojenkäsittelytiede|en=Computer Science|
dc.contributor.organization-code1.2.246.10.2458963.20.17986072860
dc.contributor.organization-code1.2.246.10.2458963.20.71310837563
dc.contributor.organization-code2604201
dc.contributor.organization-code2606803
dc.converis.publication-id50966996
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/50966996
dc.date.accessioned2022-10-28T12:42:45Z
dc.date.available2022-10-28T12:42:45Z
dc.description.abstract<p>There are several implicit benefits to formal school education. One the most important is the learning of social skills i.e. how to behave, interact meaningfully and form social bonds with other people. However, there are multiple situations where the learning of social skills can be disrupted, e.g. bullying or the recent COVID-19 pandemic that forced schools to transition into distance education. In this work, we investigate the potential of pervasive games (PGs) to teach social skills and help acquire social capital. Using the theoretical viewpoints of affordance lens and Pierre Bourdieu's theory of capital, we argue that PGs are able create meaningful activities that not only help learn social skills, but can scaffold social bonding and increase social capital. We identify six social affordances in the PG Pokémon GO and show the game teaches a wide variety of social skills ranging from negotiation and bartering to group interaction. Our findings have implications on designing educational pervasive games that teach social skills and accrue social capital. Keywords: pervasive games, implicit learning, social capital, social capital theory, social skills. <br /></p>
dc.identifier.issn1613-0073
dc.identifier.jour-issn1613-0073
dc.identifier.olddbid178417
dc.identifier.oldhandle10024/161511
dc.identifier.urihttps://www.utupub.fi/handle/11111/35909
dc.identifier.urlhttp://ceur-ws.org/Vol-2685/paper1.pdf
dc.identifier.urnURN:NBN:fi-fe2021042826205
dc.language.isoen
dc.okm.affiliatedauthorRauti, Sampsa
dc.okm.affiliatedauthorLaato, Samuli
dc.okm.affiliatedauthorPietarinen, Tarja
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline516 Educational sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.discipline516 Kasvatustieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.relation.conferenceDesigning and Facilitating Educational Location-based Applications
dc.relation.ispartofjournalCEUR Workshop Proceedings
dc.relation.volume2685
dc.source.identifierhttps://www.utupub.fi/handle/10024/161511
dc.titleLearning Social Skills and Accruing Social Capital through Pervasive Gaming
dc.title.bookProceedings of DELbA 2020 - Workshop on Designing and Facilitating Educational Location-based Applications co-located with the Fifteenth European Conference on Technology Enhanced Learning (EC-TEL 2020)
dc.year.issued2020

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