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Anna R. Oliveri; Jeffrey Paul Carpenter – Information and Learning Sciences, 2024
Purpose: The purpose of this conceptual paper is to describe how the affinity space concept has been used to frame learning via social media, and call for and discuss a refresh of the affinity space concept to accommodate changes in social media platforms and algorithms. Design/methodology/approach: Guided by a sociocultural perspective, this…
Descriptors: Social Media, Learning Strategies, Algorithms, Informal Education
Christopher Cayari – International Journal of Education & the Arts, 2023
Playing video games is one of the most popular leisure activities across the world. Video game music (VGM) is a musical art form prevalent in popular culture, and there is potential to use it for the music education of students. Using informal music learning (Green, 2002) and online participatory culture (Jenkins, 1992/2013) theories as grounds…
Descriptors: Video Games, Video Technology, Music, Art
Kozdras, Deborah; Joseph, Christine; Schneider, Jenifer Jasinski – Reading Teacher, 2015
In this article, we describe how literacy strategies can be adapted for playing (and reading) video games--games that embed disciplinary content in multimedia texts. Using close viewing and guided playing strategies with online games and simulations, we share ideas for helping students navigate and comprehend multimedia texts in order to learn…
Descriptors: Reading Instruction, Video Games, Multimedia Materials, Educational Games
Schwarz, Claudiu – Journal of Educational Sciences, 2017
The term of implicit learning is still subject to controversy. "At least a dozen different definitions have been offered in the field" (Frensch & RĂ¼nger, 2003 p.13). While some scholars consider it downright inexistent (see Chun & Jiang, 1998), many others are trying to identify how we seem to acquire knowledge in absence of…
Descriptors: Learning Strategies, Informal Education, Information Technology, Video Technology
Duncan, Sean C. – E-Learning and Digital Media, 2010
This article addresses recent approaches to uncovering and theorizing the design activities that occur in online gaming affinity spaces. Examples are presented of productive d/Discourse present within online forums around three video game series, video games, or game platforms, and key design practices engaged upon by gamers in these spaces. It is…
Descriptors: Video Games, Discourse Analysis, Computer Assisted Design, Media Research
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
In this three part series, four professors who teach graduate level courses on the design of instructional video games discuss their perspectives on preparing instructional designers to optimize game-based learning. Part I set the context for the series and one of four panelists discussed what he believes instructional designers should know about…
Descriptors: Instructional Design, Video Games, Educational Technology, Educational Games
Squire, Kurt – Teachers College Press, 2011
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the "gamer generation?" This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates…
Descriptors: Video Games, Educational Games, Educational Technology, Simulated Environment
Commeyras, Michelle – E-Learning, 2009
This is an account of what a teacher educator learned from using the video game Neverwinter Nights with Drax, a high school student whose reading is like that of an elementary school student. Neverwinter Nights is a role-playing adventure game that requires reading print along with other meaningful signs such as sounds, artefacts, color, maps,…
Descriptors: Play, Video Games, Word Recognition, Research Opportunities
Halverson, Richard; Smith, Annette – Journal of Computing in Teacher Education, 2010
Information technologies have reshaped teaching and learning in schools, but often not in ways anticipated by technology proponents. This paper proposes a contrast between technologies for learning and technologies for learners to explain how technologies influence teaching and learning in and out of schools. Schools have made significant use of…
Descriptors: Video Games, Information Technology, Educational Technology, Influence of Technology
Pirius, Landon K.; Creel, Gill – EDUCAUSE Quarterly, 2010
In an online class, it's not unusual to never see a teacher or classmates face-to-face. It's not unusual to interact with an instructor and classmates through discussion boards or e-mail and to get information through online documents and presentations rather than live lectures. In the spring of 2009 students in the online class "Warcraft:…
Descriptors: Online Courses, Asynchronous Communication, Course Content, Video Games
Mackey, Margaret – E-Learning, 2007
The idea of "slippery texts" provides a useful descriptor for materials that mutate and evolve across different media. Eight adult gamers, encountering the slippery text "American McGee's Alice," demonstrate a variety of ways in which players attempt to manage their attention as they encounter a new text with many resonances. The range of their…
Descriptors: Literacy, Educational Games, Video Games, Computer Uses in Education
Compton-Lilly, Catherine – Reading Teacher, 2007
James Gee has suggested that video games can teach us important lessons about learning and that we can learn about teaching from these games. Reading research and the words of the author's daughter are the basis of an exploration of the learning principles Gee identifies. He explains that video games are successful in engaging children and…
Descriptors: Reading Research, Reading Instruction, Reading, Video Games

Hoyles, Celia; Noss, Richard; Adamson, Ross – Journal of Educational Computing Research, 2002
Reflects on the meaning and evaluation of the microworld idea. Distinguishes between user manipulation and modification at three levels: the interface, superstructural, and platform levels; presents a case study of two eight-year-old girls playing a video game based on Logo; and discusses mathematical learning. (Author/LRW)
Descriptors: Case Studies, Elementary Education, Elementary School Mathematics, Learning Strategies
Peppler, Kylie A.; Kafai, Yasmin B. – Learning, Media and Technology, 2007
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths' informal media arts practices, we articulate a new vision for media education in the digital age that encompasses new genres, convergence, media mixes and participation. We first outline the history of how…
Descriptors: Urban Youth, Informal Education, Ethnography, Production Techniques