Teaching African-themed video games design through participatory culture framework.

This article reflects how the participatory culture framework and inquiry-based assessment model were used in the development of African-themed video games for a game design course at a South African university. The study employed the participatory culture framework in a classroom environment that supports learning through tradition and digital settings. To assess the effectiveness of the framework, Porter’s (2009) theoretical framework for digital delivery, which includes identity, accessibility, distribution, interaction, and economics, was employed to elicit valuable feedback from students’ reflections. Three video games with African themes were examined as a case study to demonstrate the framework’s effectiveness as a tool for inclusive education. The study concluded that the framework enabled students in developing social skills and prioritising community involvement over individual expression.

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Publication Details

Journal
The Independent Journal of Teaching and Learning
Published
2025-05-26
DOI
https://doi.org/10.17159/dve7zv38
Citations
1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
3.44
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article

Teaching African-themed video games design through participatory culture framework.

Oluwarotimi Randle
1 citations
The Independent Journal of Teaching and Learning
Educational Games and Gamification
3.44
article

Teaching African-themed video games design through participatory culture framework.

Oluwarotimi Randle
article en
1 citations

Abstract

This article reflects how the participatory culture framework and inquiry-based assessment model were used in the development of African-themed video games for a game design course at a South African university. The study employed the participatory culture framework in a classroom environment that supports learning through tradition and digital settings. To assess the effectiveness of the framework, Porter’s (2009) theoretical framework for digital delivery, which includes identity, accessibility, distribution, interaction, and economics, was employed to elicit valuable feedback from students’ reflections. Three video games with African themes were examined as a case study to demonstrate the framework’s effectiveness as a tool for inclusive education. The study concluded that the framework enabled students in developing social skills and prioritising community involvement over individual expression.

The Independent Journal of Teaching and LearningVol. 20(1)
University of the Witwatersrand (ZA)
Openalex Percentile: Top 10%
Educational Games and Gamification
3.44
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