Reviewing Critical Frameworks for a Critically Oriented Digital Game Education

This paper examines three frameworks that investigate how educators engage with digital and non-digital media. The aim is to explore the possibilities and limitations of each framework as schemata for supporting learners to engage more critically with digital games. While digital games are increasingly deployed in formal learning contexts to support teaching and learning, their critical study with students has attractedless attention.This paper explores three frameworks that explore how educators engage with digital and non-digital media. The aim is to demonstrate/explore the possibilities and limitations of each framework as schemata for supporting learners to engage more critically with digital games. These three frameworks were selected because of their integration of literacy and criticality, recognising however, that there are many such frameworks that are also useful for educators (for example, see Apperley and Beavis, 2013). In the following sections, I offer some brief context about each framework and its key features.

Authors

Institutions

Publication Details

Journal
Ludic Language Pedagogy
Published
2025-10-17
DOI
https://doi.org/10.55853/cp1_3
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Reviewing Critical Frameworks for a Critically Oriented Digital Game Education

Alexander Bacalja
Ludic Language Pedagogy
Educational Games and Gamification
article

Reviewing Critical Frameworks for a Critically Oriented Digital Game Education

Alexander Bacalja
article en

Abstract

This paper examines three frameworks that investigate how educators engage with digital and non-digital media. The aim is to explore the possibilities and limitations of each framework as schemata for supporting learners to engage more critically with digital games. While digital games are increasingly deployed in formal learning contexts to support teaching and learning, their critical study with students has attractedless attention.This paper explores three frameworks that explore how educators engage with digital and non-digital media. The aim is to demonstrate/explore the possibilities and limitations of each framework as schemata for supporting learners to engage more critically with digital games. These three frameworks were selected because of their integration of literacy and criticality, recognising however, that there are many such frameworks that are also useful for educators (for example, see Apperley and Beavis, 2013). In the following sections, I offer some brief context about each framework and its key features.

Ludic Language PedagogyVol. CP1
The University of Melbourne (AU)
Openalex Percentile: Top 68%
Educational Games and Gamification
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.