York, J. (2025). The games and education iceberg: Going beyond the surface to deeper learning
Metadata
- Authors: James York
- Reviewed by: Mark Johnson, Fabio Spano, Petra Khalil
- Volume and page numbers: 7 (pp. 105β129)
- Date of publication: 2025/11/18
- Keywords: Connected Learning, Critical Game Literacy, Game-Based Learning, Gamification, Game Design, Iceberg Model, Ludic Language Pedagogy, Memes, Pedagogy of Multiliteracies, Playful Pedagogy
- Cite:
York, J. (2025). The games and education iceberg: Going beyond the surface to deeper learning. Ludic Language Pedagogy, 7, 105-129.
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KEY POINTS
- What is this? This framework offers a robust lens for understanding the potential of games in educational settings. It begins with well-established βsurface-levelβ applications familiar to educators, researchers, and policymakers. However, as we delve deeper, less apparent and more impactful approaches emerge. These deeper levels represent a greater potential for transformative learning but are currently underutilized. Significantly, Level 6, βWrap games in pedagogy,β serves as a foundational principle, informing and enhancing all other levels.
- Why did you make it? To empower teachers, researchers, and policymakers with a comprehensive understanding of the diverse and effective ways games can be integrated to achieve meaningful learning outcomes.
- Who is it for? As detailed above, this framework is specifically designed for teachers, researchers, and policymakers.
TWEET
The games and education iceberg model is a framework for understanding gamesβ educational potential. Beyond surface-level gamification, it explores deeper applications like playing, talking about, learning about, making, and achieving transformative experiences with games, all wrapped in rigorous pedagogy.
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