Analytical and Practical Study of Digital Game-Based Learning under the lens of Activity Theory: a Geometry game case study

Digital Game-Based Learning (DGBL) is a complementary methodology to traditional instruction. However, it often faces conceptual and practical limitations in learning environments that are in constant change, such as its focus on the closed nature of games, and a narrow focus on single competences....

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Main Authors: Inmaculada Rodríguez, Anna Puig, Oriol Sors
Format: Article
Language:English
Published: Serious Games Society 2025-05-01
Series:International Journal of Serious Games
Subjects:
Online Access:https://journal.seriousgamessociety.org/index.php/IJSG/article/view/916
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author Inmaculada Rodríguez
Anna Puig
Oriol Sors
author_facet Inmaculada Rodríguez
Anna Puig
Oriol Sors
author_sort Inmaculada Rodríguez
collection DOAJ
description Digital Game-Based Learning (DGBL) is a complementary methodology to traditional instruction. However, it often faces conceptual and practical limitations in learning environments that are in constant change, such as its focus on the closed nature of games, and a narrow focus on single competences. To address these drawbacks, this paper proposes a holistic and systemic analysis of DGBL through the third generation of Activity Theory (AT). Specifically, it presents an analysis of DGBL as a socio-technological system, exploring the ”zone of proximal development” of Learning, Teaching, and Game Designing Activity Systems (AS). Emphasizing several components of AS, we propose a learning-teaching model that involves students and teachers as both players and creators of game challenges, and also consider game designers as orchestrators of scaffolded competences. This model is vali- dated through a case study of GeoBuild, a geometry game for 3D spatial skills development, conducted in a Math’s class at a secondary school. The initial results are promising and highlight the potential of our proposal, showing that when students both play and create game challenges, the learning experience becomes more effective and engaging even with complex content like that found in the geometry curriculum. 
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issn 2384-8766
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series International Journal of Serious Games
spelling doaj-art-d807c8f6465540b0a1ae2d7062e51b532025-08-20T03:13:32ZengSerious Games SocietyInternational Journal of Serious Games2384-87662025-05-0112210.17083/ijsg.v12i2.916Analytical and Practical Study of Digital Game-Based Learning under the lens of Activity Theory: a Geometry game case studyInmaculada Rodríguez0https://orcid.org/0000-0001-5931-7713Anna Puighttps://orcid.org/0000-0002-2184-2800Oriol SorsUniversity of Barcelona Digital Game-Based Learning (DGBL) is a complementary methodology to traditional instruction. However, it often faces conceptual and practical limitations in learning environments that are in constant change, such as its focus on the closed nature of games, and a narrow focus on single competences. To address these drawbacks, this paper proposes a holistic and systemic analysis of DGBL through the third generation of Activity Theory (AT). Specifically, it presents an analysis of DGBL as a socio-technological system, exploring the ”zone of proximal development” of Learning, Teaching, and Game Designing Activity Systems (AS). Emphasizing several components of AS, we propose a learning-teaching model that involves students and teachers as both players and creators of game challenges, and also consider game designers as orchestrators of scaffolded competences. This model is vali- dated through a case study of GeoBuild, a geometry game for 3D spatial skills development, conducted in a Math’s class at a secondary school. The initial results are promising and highlight the potential of our proposal, showing that when students both play and create game challenges, the learning experience becomes more effective and engaging even with complex content like that found in the geometry curriculum.  https://journal.seriousgamessociety.org/index.php/IJSG/article/view/916Activity Theory, Digital Game-Based Learning Serious GameGeometry learning
spellingShingle Inmaculada Rodríguez
Anna Puig
Oriol Sors
Analytical and Practical Study of Digital Game-Based Learning under the lens of Activity Theory: a Geometry game case study
International Journal of Serious Games
Activity Theory
, Digital Game-Based Learning
Serious Game
Geometry learning
title Analytical and Practical Study of Digital Game-Based Learning under the lens of Activity Theory: a Geometry game case study
title_full Analytical and Practical Study of Digital Game-Based Learning under the lens of Activity Theory: a Geometry game case study
title_fullStr Analytical and Practical Study of Digital Game-Based Learning under the lens of Activity Theory: a Geometry game case study
title_full_unstemmed Analytical and Practical Study of Digital Game-Based Learning under the lens of Activity Theory: a Geometry game case study
title_short Analytical and Practical Study of Digital Game-Based Learning under the lens of Activity Theory: a Geometry game case study
title_sort analytical and practical study of digital game based learning under the lens of activity theory a geometry game case study
topic Activity Theory
, Digital Game-Based Learning
Serious Game
Geometry learning
url https://journal.seriousgamessociety.org/index.php/IJSG/article/view/916
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AT annapuig analyticalandpracticalstudyofdigitalgamebasedlearningunderthelensofactivitytheoryageometrygamecasestudy
AT oriolsors analyticalandpracticalstudyofdigitalgamebasedlearningunderthelensofactivitytheoryageometrygamecasestudy