
T. WESTIN, G. LANGE
Copyright © 2012 SciRes.
Theoretical
categori es
Social contexts for le arning
P2 Traditional school
Validation Creative assignments,
Development tasks Tes ting learning outcomes
the first column are related to the game world as a social con-
text for learning. The index may be related to all items in the
second column.
The active components described above were the building
blocks of the environment in which the pupils were able to
create meaningful affordances. A straightforward example is
the defragmentation of time by replacing the schedule with full
workdays, which made it possible to play MMORPGs.
Given the pupils’ preferences of P2 (which validated the re-
sults from P1), it seems that P2 may be a concept for how to
solve initialization to society for many pupils, in a digital cul-
ture.
The concept of P2 may be summarized as:
● Remove the schedule to integrate time, space and teacher
resources into one simple structure: a full workday, which
benefit dialectic feedback.
● Replace the schoolbook with meaningful affordances of
the pupils’ own learning path, based upon their common
interest in computer games.
● Learning should be based upon collaboration and discus-
sion (as opposed to control), between pupils and between
teachers and pupils. This creates a relaxed atmosphere,
where it is fun to learn.
It is vital to point out that P2 is not about creating a virtual
classroom in which all pupils must be; that would be to repli-
cate the issues with traditional school. The design of the learn-
ing must be based upon motivation and a common interest such
as games. A si milar concept may be used in other contexts, for
other groups of pupils with other types of interests; this may be
a subj ect for future research . Other future research would be to
make a study based upon interviews with the project manager,
to get more in-depth discussion of what worked and not, and
more importantly, why. Further, another study would be to make
a survey with questions based upon this study, to get other pu-
pils perceptions regarding school in relationship to learning in a
digital culture. Yet another study would be to make a similar
survey to teacher stu dents, regardi ng the need for game st udies
at teachers colleges. Finally, a follow-up interview with the
pupils at the end of the third year is planned, to compare the
situation before and after the transition into a school building.
Acknowledgement s
The authors would like to thank the following persons for
invalu able feedb ack (in alphab etic order ): prof. Love Ekenb erg,
prof. Arvid Löfberg; prof. Birgitta Qvarsell; and Dr. Mats
Wiklund, assistant supervisor.
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