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Digital video games supply highly effective alternatives for studying, that means making, and engagement throughout academic contexts. Narrative-driven and exploratory video games, specifically, have been proven to assist essential literacy, methods considering, moral reasoning, and identification improvement. However, current scholarship has burdened the significance of directing consideration in direction of the broader exterior elements and contexts that affect school-based digital sport implementation.
Key Findings Presentation
This presentation first shares key findings from a analysis partnership between The University of Sydney, sport improvement firm Secret Lab, and an impartial secondary college in Sydney, which built-in Night in the Woods into the English curriculum. Findings reveal that college students’ that means making prolonged past narrative interpretation to incorporate embodied interplay, exploratory play, multimodal evaluation, and moral decision-making. Teachers, nevertheless, regularly encountered infrastructure challenges in addition to tensions in trying to scaffold and analyse gameplay utilizing print-centric approaches. In response, we suggest a framework for layered gaming literacies that conceptualises that means making by way of digital video games as rising by way of the dynamic interplay of participant positioning, mechanics, company, multimodality, gameworld relationality, narrative structure, and embodied have an effect on.
The presentation then explores the next improvement of Ludolio, a digital platform designed to allow college and college libraries to make video games accessible to college students and educators. By positioning video games as lendable, playable texts, Ludolio seeks to deal with a essential infrastructural barrier to game-based studying. Design-based analysis knowledgeable the event of studying analytics, dashboard options, and curriculum supplies that assist instructing with video games. The presentation situates video games as complicated cultural texts that mix narratives, mechanics, visuals, sounds, and participant company, and argues that they require new types of academic infrastructure in addition to pedagogy and evaluation.
Meet Dr Jen Scott Curwood

Dr Jen Scott Curwood is an Associate Professor within the Sydney School of Education and Social Work at The University of Sydney in Australia, Director of the Sydney Games and Play Lab, and core member of the Centre for Artificial Intelligence, Trust, and Governance. Her analysis explores the intersections of literacy, creativity, and know-how with a view to advance social change and construct extra sustainable futures. As a college instructor educator, she examines how lecturers can leverage revolutionary applied sciences to domesticate younger peoples’ digital and demanding literacies. Her analysis has been printed in main journals such because the Journal of Literacy Research, Teaching Education, and Learning, Media, and Technology. She earned her PhD in Curriculum and Instruction from the University of Wisconsin – Madison, USA.
Practical data
Session format: 45 minutes seminar with presentation adopted by dialogue and Q&A
Location: Elektronisk klasserom, 3.etasje, Georg Sverdrups hus
Session moderator: Fredrik Mørk Røkenes
Publisert 2. sep. 2026 14:24
– Sist endret 3. sep. 2026 11:51
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