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Reimagining Boredom in Classrooms through Digital Game Spaces: Sociomaterial Perspectives (Routledge Research in Education)

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Book Details
Language
English
Publishers
Routledge; 1st edition (5 Mar. 2024)
Weight
0.41 KG
Publication Date
05/03/2024
ISBN-10
1032334541
Pages
160 pages
ISBN-13
9781032334547
Dimensions
15.6 x 1.4 x 23.39 cm
SKU
9781032334547
Author Name
Noreen Dunnett (Author)
Dr Noreen Dunnett is a research associate at the Centre for Research in Digital Education at the University of Edinburgh and online tutor and dissertation supervisor on the MSc in Digital Education programme. A school teacher for 24 years, she has also worked as a content manager for an educational games and website company and as an independent digital education consultant across all levels of education from primary to higher education. Over the course of the COVID-19 lockdowns in 2020 - 2021, she supported a small multi-academy trust in the Midlands area of the UK, which comprises twelve primary schools. She has written a chapter about this experience in "Teachers and Teaching Post-COVID: Seizing Opportunities for Change" edited by Katy Marsh-Davies and Cathy Burnett,Her research and writing interests include sociomaterial approaches to boredom and engagement in formal learning, technology and digital gaming, engagement in learning and the use of Twitter as a learning environment.Read more about this authorRead less about this author
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This book challenges common understandings of boredom and disengagement in classrooms, taking a relational approach to boredom which looks beyond the usual distinctions between in-school and out-of-school practices. The book explores how a sociomaterial perspective can provide an alternative analysis of boredom as performative, and as a phenomenon assembled in space and time rather than as a psychological attribute of the individual student.

This perspective explores the affective experience of learning and how it is created in the classroom through assemblages of people, technology, objects and environment and the differing relations within them. Drawing on empirical data from a case study which compares formal learning and digital gaming practices in a group of secondary schools in England, the book suggests that by altering the affordances and constraints available in learning situations, we can prevent boredom and disengagement emerging in the classroom.

This innovative book proposes that the mobility and dynamism of game spaces offer us new ways to re-imagine engagement in learning and will be of relevance to scholars, researchers and postgraduate students in the fields of teaching and learning, digital gaming, educational philosophy and educational technology. .

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