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Laura Scholes; Luke Rowe; Kathy A. Mills; Amanda Gutierrez; Elizabeth Pink – Learning, Media and Technology, 2024
Engagement with video games can potentially advance student digital competence however, there is a digital skills gap by the time young people progress into adolescence. This current research explores how elementary school students' digital self-efficacy might relate to experiences in video game environments to influence perceptions of digital…
Descriptors: Video Games, Technological Literacy, Elementary School Students, Self Efficacy
Robinson, Bradley – Learning, Media and Technology, 2023
Emerging scholarship has brought critical attention to the increasing influence of digital platform architectures on learning across disciplines and contexts. Allied with such scholarship, this study examines how the logics of social media platforms create the conditions for new formations of literacy to emerge at the intersection of digital…
Descriptors: Electronic Learning, Video Games, Social Media, Literacy
Ehret, Christian; Mannard, Emily; Curwood, Jen Scott – Learning, Media and Technology, 2022
This article contributes a novel mode of sociomaterial analysis that develops critical methodologies to analyze how videogames participate in the production of affect during gameplay. The authors report on a multi-year international study addressing representations of youth in Young Adult Videogames (YA Games), or games played through the…
Descriptors: Young Adults, Adolescent Literature, Video Games, Self Concept
Rahimi, Farzan Baradaran; Kim, Beaumie – Learning, Media and Technology, 2023
When we give meanings to a physical space, we engage in place-making. With technologies, the place-making activities can be extended to virtual and hybrid spaces. In games, actual or virtual space can gain narrative and meaning transforming into a playce (i.e., a place for play). We suggest that playce-making (i.e., transforming a space into a…
Descriptors: Place Based Education, Play, Educational Change, Design
de Paula, Bruno – Learning, Media and Technology, 2021
In this paper, I intend to explore the role played by reflexivity in grounding a more critical perspective when designing, implementing and analysing participatory digital media research. To carry out this methodological reflection, I will present and discuss a recently concluded research project on young people's game-making in an after-school…
Descriptors: Foreign Countries, Reflection, Immigrants, Latin Americans
Scholes, Laura; Mills, Kathy A.; Wallace, Elizabeth – Learning, Media and Technology, 2022
This article addresses a gap in research about primary school boys' identification as 'gamers.' Drawing on a survey of 318 Year 3 (7-8 years old) students, the research identified boys' self-reported enjoyment for gaming, their frequency using digital devices, and their self-rated digital skills. Interviews with four boys from the survey also…
Descriptors: Elementary School Students, Grade 3, Males, Identification (Psychology)
Beavis, Catherine; O'Mara, Joanne; Thompson, Roberta – Learning, Media and Technology, 2021
There is growing interest in the incorporation of digital games as part of the suite of offerings in museum education in heritage environments. Digital games are seen as ways of recreating historic worlds, affording empathetic and affective engagement, and increasing interest in and understanding of historical periods or processes, working in…
Descriptors: Museums, Video Games, Pilot Projects, Archaeology
Gee, Elisabeth; Siyahhan, Sinem; Cirell, Anna Montana – Learning, Media and Technology, 2017
While a number of studies have investigated learning associated with video gaming in out-of-school settings, only recently have researchers begun to explore gaming and learning in the contexts of home and family life. This paper discusses three different frameworks within which we can situate video games and learning at home: (a) video gaming as…
Descriptors: Video Games, Family Environment, Educational Technology, Family Relationship
Parry, Rebecca; Howard, Frances; Penfold, Louisa – Learning, Media and Technology, 2020
Traditionally media production with young people has been characterized by an aspiration to 'give voice' or 'empower youth', but this core value is under threat. Recently, the rationale for undertaking youth media production has shifted to focus on enabling young people to acquire digital and entrepreneurial skills that serve the needs of rapidly…
Descriptors: Entrepreneurship, Technological Literacy, Libraries, Program Descriptions
Gilje, Øystein; Silseth, Kenneth – Learning, Media and Technology, 2019
In this article, we use a model for games and literacy to explore how one FIFA gamer worked across contexts. Previously, this model has been used to address the role of computer and video games in the teaching of literacy in the subject of English. In the current article, we combine this model with a learning lives perspective, which builds on the…
Descriptors: Computer Games, Literacy Education, Transfer of Training, Teaching Methods
Hollett, Ty; Ehret, Christian – Learning, Media and Technology, 2017
Increasingly, adult mentors in informal, media-rich settings, like libraries and museums, seek to integrate both learning and civic engagement opportunities for youth into designed programming. This article illustrates how youth open and sustain opportunities for civic engagement over the course of a six-month, youth-driven program--Metro:…
Descriptors: Citizen Participation, Civics, Youth Programs, Multimedia Materials
Rowan, Leonie – Learning, Media and Technology, 2017
This paper explores teachers' beliefs about the ways in which the use of digital games in schooling contexts impacted upon students who they believed to be in some way at risk of educational or social alienation or failure. Drawing upon the theoretical resources provided by Gilles Deleuze and Felix Guattari, the paper explores opportunities…
Descriptors: Teacher Attitudes, At Risk Students, Academic Achievement, Interpersonal Relationship
Fisher, Stephanie; Jenson, Jennifer – Learning, Media and Technology, 2017
This article examines some of the ways in which girls are discursively set up as subordinate in relation to boys and men by and within the digital games industry and culture at large, and how they push back on these imposed subjects positions when engaging in media production (game development) under both regular and inverse conditions. Expanding…
Descriptors: Females, Gender Bias, Social Bias, Males
Lammers, Jayne C. – Learning, Media and Technology, 2013
Videogames, such as "The Sims," are a digital media passion drawing adolescents to online spaces where they create and share content. This article explores how discourses and expectations are taught in one online, videogame-related fan site of adolescents who read and write "Sims" fan fiction. Using Bernstein's pedagogic…
Descriptors: Web Sites, Educational Technology, Technology Uses in Education, Fiction
Doyle, Denise – Learning, Media and Technology, 2010
The "Immersed in Learning" project began in 2007 to evaluate the use of 3D virtual worlds as a teaching and learning tool in undergraduate programmes in digital media at the University of Wolverhampton, UK. A question that the research set out to explore was what were the benefits of integrating 3D immersive learning with face-to-face…
Descriptors: Foreign Countries, Evaluation Methods, Computer Simulation, Teaching Methods
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