Faith in Frames: Constructing a Digital Game‐Based Learning Framework for Religious Education.

This paper discusses the potential of DGBL to facilitate transformation in the context of religious education, arguing for the fact that it is immersive, interactive, and experiential. The paper outlines how this could substantially provide a more engaging learning environment for students, develop...

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Published in:Teaching Theology & Religion Vol. 27; no. 4; pp. 137 - 155
Main Author: Papakostas, Christos
Format: Article
Published: Wiley-Blackwell Dec2024
Subjects:
Online Access:View this record in EBSCOhost
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        atl: Faith in Frames: Constructing a Digital Game‐Based Learning Framework for Religious Education.
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        au: Papakostas, Christos
        affil: Department of Social Theology & Religious Studies, National and Kapodistrian University of Athens, , Greece
      su:
        Faith (Christianity)
        Religious education
        Games in religious education
        Educational outcomes
        Transformative learning
        Young adults
        Higher education
      sug:
        subj:
          Faith (Christianity)
          Religious education
          Games in religious education
          Educational outcomes
          Transformative learning
          Young adults
          Higher education
      keyword:
        digital game‐based learning
        educational approaches
        immersive learning experiences
        religious education
        transformative learning
      ab: This paper discusses the potential of DGBL to facilitate transformation in the context of religious education, arguing for the fact that it is immersive, interactive, and experiential. The paper outlines how this could substantially provide a more engaging learning environment for students, develop critical thinking, and ensure effective learning outcomes. This study explores the advantages and challenges involved in integrating DGBL into curricula for religious education in regard to the alignment between digital game design and pedagogical objectives. These are the important discussions of the application of methodologies in education, constructivist and experiential learning theories, and incorporation of cognitive load optimization strategies to ensure that DGBL does not just enchant students with games but fosters deep understanding of religiously related concepts. Of importance is sharing information to ensure that the content of digital games correctly exemplifies the various traditions of religion and student identity to foster belongingness and respect towards cultural diversity. This paper also takes on board some of the pragmatic issues, among which are professional development by teachers, game design challenges, and possible resistance from other stakeholders who are concerned by the perceived risks associated with gaming. This paper argues that the strategic use of DGBL as a methodology will permit educators to design personalized, engaging, and culturally sensitive learning contexts that enhance students' understanding of and engagement with religious teachings, thus working towards a framework of more inclusive religious education.
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    language: English
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      custom: Copyright of Teaching Theology & Religion is the property of Wiley-Blackwell and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use.
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