Recognition of variety: considering learning with digital games as cybernetic systems Online publication date: Thu, 26-Feb-2015
by P. Hollins
International Journal of Technology Enhanced Learning (IJTEL), Vol. 3, No. 5, 2011
Abstract: In this paper, the author proposes cybernetics as a valid scientific and theoretical approach in considering the requisite variety of learners and learning through the application of digital games. The paper challenges anecdotal notions of perceived generational distinctions in respect of their pre-disposition to using games in learning. The paper provides a brief history of digital games and play, cybernetics in games design discourse and considers game-play, technology, the game and player as a complex cybernetic system. In conclusion, the author challenges the notion of homogenous game play or players and suggests that only requisite variety can manage the requisite variety offered by this complexity.
Existing subscribers:
Go to Inderscience Online Journals to access the Full Text of this article.
If you are not a subscriber and you just want to read the full contents of this article, buy online access here.Complimentary Subscribers, Editors or Members of the Editorial Board of the International Journal of Technology Enhanced Learning (IJTEL):
Login with your Inderscience username and password:
Want to subscribe?
A subscription gives you complete access to all articles in the current issue, as well as to all articles in the previous three years (where applicable). See our Orders page to subscribe.
If you still need assistance, please email subs@inderscience.com