Game-based Learning in Youth Work : Practitioners' Perspectives
Sicevic, Nevena (2023)
Sicevic, Nevena
2023
Master's Programme in Game Studies
Informaatioteknologian ja viestinnän tiedekunta - Faculty of Information Technology and Communication Sciences
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Hyväksymispäivämäärä
2023-05-18
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:tuni-202304264723
https://urn.fi/URN:NBN:fi:tuni-202304264723
Tiivistelmä
The increasing interest in games as educational tools has heightened the need for research on the use of games in different learning contexts, including formal, informal and non-formal education. In youth work, which is a non-formal education discipline, methodologies are often designed around the concepts of game and play.
Even though the positive effects of game-based youth work methodologies are widely discussed in the youth work discourse, the scientific evidence of the learning impact of games in youth work is scarce.
The aim of this thesis is to examine how games are used in youth work and to try to discover what the learning impact of these activities is. The data collection method deployed in the study was in-depth expert interviews with youth work practitioners. The data was analysed using thematic analysis.
The main findings of the study show that educators see games as relevant and effective learning tools in youth work activities, although concrete mechanisms for measuring impact of these activities are lacking. Evidence of challenges and good practice examples was collected and presented in form of a set of recommendations for current and future youth work practitioners.
Even though the positive effects of game-based youth work methodologies are widely discussed in the youth work discourse, the scientific evidence of the learning impact of games in youth work is scarce.
The aim of this thesis is to examine how games are used in youth work and to try to discover what the learning impact of these activities is. The data collection method deployed in the study was in-depth expert interviews with youth work practitioners. The data was analysed using thematic analysis.
The main findings of the study show that educators see games as relevant and effective learning tools in youth work activities, although concrete mechanisms for measuring impact of these activities are lacking. Evidence of challenges and good practice examples was collected and presented in form of a set of recommendations for current and future youth work practitioners.