Background: Digital games as technologies for teaching and learning are finding
their way into schools with increasing frequency, raising questions about how
teachers plan for their use.
Aim: This paper utilises curriculum inquiry to explore the experiences of teachers
designing curricula that centre digital games for play and study.
Methods: We employ a memory work methodology to analyse four English
teachers’ reflections, emphasizing the value of reflecting on everyday actions to
understand the complexity of professional lives and the situated nature of
knowledge.
Results: Our paper reveals that designing and implementing digital game-centred
curricula is complex. The analysis of themes related to engaging with students’
lifeworlds, planning for skills and knowledge, the challenges of play, and issues of
access and equity, suggest use of technology for school learning is always
inseparable from other phenomena, such as teaching methods, purposes, values
and contexts.
Conclusion: Those engaged in the design of game-centred curricula are in a
constant state of negotiation which neither starts nor ends with the production of
material artefacts.