Thinking with Portals: How Play Transforms Pedagogy in the Digital Age
THESIS
Garrett I. Cooperman, State University of New York at Buffalo, United States
Master of Arts, State University of New York at Buffalo . Awarded
Abstract
Valve Inc. released their heavily anticipated video game, Portal 2, in July, 2011. Building on the Portal franchise's existing reputation for subverting the first-person shooter, Portal 2 adds new, dynamic elements to its already mind-bending puzzles. Beyond simply being a puzzle game, Portal 2 functions as an allegory for educational reform, specifically by supporting the strategic integration of technology. Research suggests that learning is fun and that America's still-industrial education system has all but drained the fun from learning. On the other hand, games are inherently educational – one must learn to play before mastering a game. This thesis examines the relationships between pedagogy and digital technology with a focus on video games and their structure. It finds that shifting the technological paradigm in pedagogy in a way that implements the adaptive, connective nature of video games will help successfully bring education into the digital age.
Citation
Cooperman, G.I. Thinking with Portals: How Play Transforms Pedagogy in the Digital Age. Master of Arts thesis, State University of New York at Buffalo. Retrieved February 24, 2021 from https://www.learntechlib.org/p/115963/.

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