Research

The “orphans” of the metaverse? ---What makes video games an educational platform for the next generation of children’s philosophy

The “orphans” of the metaverse? ---What makes video games an educational platform for the next generation of children’s philosophy

The “orphans” of the metaverse? ---What makes video games an educational platform for the next generation of children’s philosophy

By Yuhui Jiang

Abstract

“There have always been two opposing positions on the relationship between games and learning. Popular opinion has been vocal about the negative effects of games, but the emerging trend of game-based learning holds games up as the true future of learning. Rather than making hasty assertions about the two, this paper first attempts to return to a philosophical definition of the spirituality of play, and then to reflect on and weigh the pros and cons of game-based learning. While gamification enhances the learning environment and experience in all its aspects, the fundamental problem of 'external over internal' prevents it from truly realising the ultimate concept of children's philosophy that Lippmann sought, namely to lead children to an active search for the meaning of their own existence. The arrival of the metaverse seems to have provided the opportunity for this change. On the one hand, it greatly overcomes the shortcomings of gamified platforms, thus bringing philosophical survival and gamified learning closer together and opening up the possibility of reconfiguring education with a philosophy at its core. But on the other hand, the metaverse is not perfect; on the contrary, the monitoring of upgrades, the total datafication of people, and even the inequality of "mediated passivity" are all issues and challenges for the future educators of philosophy for children.”

Reference

Jiang, Y. (2021, June 21). The “orphans” of the metaverse? ——what makes video games an educational ... Retrieved September 14, 2022, from https://aber.apacsci.com/index.php/met/article/download/1744/1936

Keyword

Spirituality, gamification, metaverse, philosophy of the child, narrative, research