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Designing As Emancipation: A Partici...
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Geronimo-Lopez, Kamil Mari,
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Designing As Emancipation: A Participatory Design-Based Case Study in Popular Education Game Design /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Designing As Emancipation: A Participatory Design-Based Case Study in Popular Education Game Design // Kamil Mari Geronimo-Lopez.
作者:
Geronimo-Lopez, Kamil Mari,
面頁冊數:
1 electronic resource (320 pages)
附註:
Source: Dissertations Abstracts International, Volume: 87-03, Section: A.
Contained By:
Dissertations Abstracts International87-03A.
標題:
Social change. -
電子資源:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=32148948
ISBN:
9798290651514
Designing As Emancipation: A Participatory Design-Based Case Study in Popular Education Game Design /
Geronimo-Lopez, Kamil Mari,
Designing As Emancipation: A Participatory Design-Based Case Study in Popular Education Game Design /
Kamil Mari Geronimo-Lopez. - 1 electronic resource (320 pages)
Source: Dissertations Abstracts International, Volume: 87-03, Section: A.
This dissertation explores the integration of Popular Education (PE) and participatory game design as a method for fostering systemic literacy, conscientization, and social transformation. Conducted as a case study of Pueblo Critico, a collective dedicated to PE-based educational tool design, this research examines the philosophical, pedagogical, and methodological dimensions of game design as an emancipatory practice.Using a Participatory Design-Based Research (PDBR) framework, the study focuses on two learning environments: systematizing experiences (Learning Environment 1) and design accompaniment (Learning Environment 2). The revised methodology collapses prior chapters into a single findings chapter, integrating a reverse-engineered conjecture map to distinguish embodiment (design tools), mediating processes (epistemic, axiological, and ontological discussions), and outcomes (measurable changes).The findings highlight how PE game design functions as both a reflective and concretive praxis, where participants engage critically with systemic structures while crafting ludic tools that embody PE's goals. Through systematization of experiences and iterative design cycles, educators refined their pedagogical strategies, negotiated ethical dilemmas in participatory design, and confronted the contradictions between creative autonomy and structured facilitation.This research contributes to PE and Radical Adult Education (RAE) by demonstrating that game design is not merely an educational tool but an emancipatory act-a process of systemic critique, counter-hegemonic storytelling, and collective knowledge production. By foregrounding game design as a pedagogical intervention, rather than as a separate field of study, this dissertation extends the theoretical foundations of PE while offering practical insights into participatory research methodologies.Ultimately, this study positions participatory game design as a site for reimagining educational praxis-where play, pedagogy, and systemic critique intersect to challenge dominant narratives and envision alternative futures.
English
ISBN: 9798290651514Subjects--Topical Terms:
526824
Social change.
Subjects--Index Terms:
Radical Adult Education
Designing As Emancipation: A Participatory Design-Based Case Study in Popular Education Game Design /
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This dissertation explores the integration of Popular Education (PE) and participatory game design as a method for fostering systemic literacy, conscientization, and social transformation. Conducted as a case study of Pueblo Critico, a collective dedicated to PE-based educational tool design, this research examines the philosophical, pedagogical, and methodological dimensions of game design as an emancipatory practice.Using a Participatory Design-Based Research (PDBR) framework, the study focuses on two learning environments: systematizing experiences (Learning Environment 1) and design accompaniment (Learning Environment 2). The revised methodology collapses prior chapters into a single findings chapter, integrating a reverse-engineered conjecture map to distinguish embodiment (design tools), mediating processes (epistemic, axiological, and ontological discussions), and outcomes (measurable changes).The findings highlight how PE game design functions as both a reflective and concretive praxis, where participants engage critically with systemic structures while crafting ludic tools that embody PE's goals. Through systematization of experiences and iterative design cycles, educators refined their pedagogical strategies, negotiated ethical dilemmas in participatory design, and confronted the contradictions between creative autonomy and structured facilitation.This research contributes to PE and Radical Adult Education (RAE) by demonstrating that game design is not merely an educational tool but an emancipatory act-a process of systemic critique, counter-hegemonic storytelling, and collective knowledge production. By foregrounding game design as a pedagogical intervention, rather than as a separate field of study, this dissertation extends the theoretical foundations of PE while offering practical insights into participatory research methodologies.Ultimately, this study positions participatory game design as a site for reimagining educational praxis-where play, pedagogy, and systemic critique intersect to challenge dominant narratives and envision alternative futures.
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