Students’ Aesthetic Experiences of Playing Exergames: A Practical Epistemology Analysis of Learning

Abstract

The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional approach, drawing on the work of John Dewey, was used in the study and the data consisted of video- and audio recordings of ongoing video gaming. A practical epistemology analysis was used in order to explore the students’ meaning-making in depth. When analyzing the data, the importance of performing well in relation to the challenges the game offers; developing techniques suitable for the game; and interacting socially with one’s peers emerged as main themes in the students’ meaning-making and learning. It was clear that the students’ taste for gaming played a crucial role in how they proceeded in the activity and that meaningful gaming included an intrinsic combination of pleasure and displeasure.

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References found in this work

Philosophical Investigations.Ludwig Wittgenstein - 1953 - New York, NY, USA: Wiley-Blackwell. Edited by G. E. M. Anscombe.
Art as Experience.John Dewey - 2005 - Penguin Books.
Experience and education.John Dewey - 1938 - West Lafayette, Ind.: Kappa Delta Pi.
Experience and Education.John Dewey - 1939 - Philosophy 14 (56):482-483.

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