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Ludic Language Pedagogy
Designing game-centered curricula in secondary English education is a complex, iterative process that requires educators to navigate the intersection of pedagogical values, institutional constraints, and the specific social dynamics of the classroom. Rather than viewing digital games merely as tools for achieving predetermined learning outcomes, this approach treats games as sophisticated, constructed literary texts. By employing memory work and collaborative inquiry, teachers can effectively address student disengagement and bridge the gap between traditional print-centric curricula and the out-of-school literacies students bring to the learning environment.
Successful implementation relies on frameworks such as the Four Resources Model and reader-response theory, which allow educators to facilitate critical analysis while managing the inherent tensions of classroom play. While integrating games broadens the scope of academic inquiry and fosters significant student buy-in, it necessitates a move away from universalizing assumptions about digital natives. Instead, effective practice requires a context-sensitive, flexible pedagogy that accounts for varying student skill levels and the logistical realities of hardware and software accessibility.
The sustainability of these curricula remains a primary concern, as the rapid obsolescence of digital platforms contrasts sharply with the stability of traditional media. Consequently, curriculum design must be viewed as an entangled, political process rather than a static technical task. Educators are encouraged to prioritize long-term pedagogical coherence over deterministic views of technology, ensuring that game-based learning remains responsive to the evolving needs of the classroom. Ultimately, the integration of digital games is most successful when teachers treat the design phase as an ongoing, collaborative negotiation that remains deeply embedded within the broader institutional and social context of the school.
Serious Games Society · 2025