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Wernholm, Marina – Designs for Learning, 2021
The aim of this study is to investigate children's out-of-school learning in digital gaming communities. This was achieved by exploring girls' participation in Minecraft communities. Data were generated through interviews, video-recorded play sessions and video-stimulated recall. Multimodal interactional analysis was applied in order to analyze…
Descriptors: Informal Education, Computer Games, Females, Video Technology
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Svensson, Anette – Education Inquiry, 2014
This article is based on a questionnaire study of the media habits of Swedish youth aged 17-18. It examines the time they spend on using fictional texts through various media forms as well as in relation to mode (production/consumption), context (spare time/school), and gender (male/female). It further analyses these media habits and, using media…
Descriptors: Recreational Activities, Educational Environment, Gender Differences, Time Management
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Frank, Anders – Simulation & Gaming, 2012
A risk associated with the use of games in training and education is that players "game the game," instead of focusing on their learning goals. The term "gamer mode" is proposed to describe this attitude. A player with a gamer-mode attitude strives to achieve goals that are optimal for winning the game, but suboptimal with…
Descriptors: Foreign Countries, Student Attitudes, Educational Objectives, War