62,550 research outputs found

    Leisure Is Hard Work: Digital Practices and Future Competencies

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    Part of the Volume on Youth, Identity, and Digital Media This chapter is based on two claims, namely that digital media are fundamental in nurturing human competencies for the future and that children's leisured media practices are critical catalysts in that process. These claims are documented by results from a recent case study on children's content creation of digital animation. Based on these results, the chapter discusses some of the fundamental challenges posed to educational institutions if they are to nurture future-directed competences for all pupils. These challenges include pupils' understanding of knowledge, their attitudes to learning resources and contexts of use, and the distribution of power relations. Like 300 million other kids around the globe, every Dane under the age of 20 knows that the protagonist of The Little Mermaid is Ariel, a fiesty redhead who manages to shape her fate and fortune. This fact is noteworthy only because Danish author Hans Christian Andersen, the author of the orignal fairy tale, composed a tragic tale of loss and redemption. The narrative and experiential discrepancies raise fundamental questions about the ways in which global and local media products frame children's everyday culture and the ways in which media operate as identity markers in a variety of sociocultural contexts. Moreover, Disney's figures, like many other media elements, are routinely appropriated by children in their own, increasingly digitized, media productions, from simple drawings to blogs, screen dumps, and home pages. These practices raise important issues about the role played by digital forms of media production for children vis a vis the more conventional and widespread forms of media reception

    Ludic literacies at the intersections of cultures: an interview with James Paul Gee

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    Professor James Gee addresses issues of linguistics, literacies and cultures. Gee emphasises the importance of Discourses, and argues that the future of literacy studies lies in the interrogation of new media and the globalisation of culture

    Our digital children

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    The power relationship between adults and children in the West is shifting. Factors of age and life experience are becoming counterbalanced by children’s affinity for burgeoning developments in digital technology, where skills developed in online gaming and social media provide a strong foundation for knowledge economy occupations. The implications for parenting, schooling and society are immense. This paper summarises the current debate on issues around children’s use of digital devices and social media. It argues that for many parents a lack of familiarity and understanding creates anxieties and impairs them from helping their children realise the opportunities for social, moral and economic development afforded by the new technologies. Schools have a leading role to play but are hampered by teachers’ technical skills and confidence to innovate. The paper concludes with recommendations for a proactive approach to yield benefits for both children and adults

    Our digital children

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    The power relationship between adults and children in the West is shifting. Factors of age and life experience are becoming counterbalanced by children’s affinity for burgeoning developments in digital technology, where skills developed in online gaming and social media provide a strong foundation for knowledge economy occupations. The implications for parenting, schooling and society are immense. This paper summarises the current debate on issues around children’s use of digital devices and social media. It argues that for many parents a lack of familiarity and understanding creates anxieties and impairs them from helping their children realise the opportunities for social, moral and economic development afforded by the new technologies. Schools have a leading role to play but are hampered by teachers’ technical skills and confidence to innovate. The paper concludes with recommendations for a proactive approach to yield benefits for both children and adults

    Home Access project literature review

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    Using massively multiplayer online role playing games (MMORPGs) to support second language learning: Action research in the real and virtual world

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    Massively Multiplayer Online Role Playing Games (MMORPGs) create large virtual communities. Online gaming shows potential not just for entertaining, but also for education. The aim of this research project is to investigate the use of commercial MMORPGs to support second language teaching. MMORPGs offer a digital safe space in which students can communicate by using their target language with global players. This qualitative research based on ethnography and action research investigates the students’ experiences of language learning and performing while they play in the MMORPGs. Research was conducted in both the real and virtual worlds. In the real world the researcher observes the interaction with the MMORPGs by the students through actual discussion, and screen video captures while they are playing. In the virtual world, the researcher takes on the role of a character in the MMORPG enabling the researcher to get an inside point of view of the students and their own MMORPG characters. This latter approach also uses action research to allow the researcher to provide anonymous/private support to the students including in-game instruction, confidence building, and some support of language issues in a safe and friendly way. Using action research with MMORPGs in the real world facilitates a number of opportunities for learning and teaching including opportunities to practice language and individual and group experiences of communicating with other native/ second language speakers for the students. The researcher can also develop tutorial exercises and discussion for teaching plans based on the students’ experiences with the MMORPGs. The results from this research study demonstrate that MMORPGs offer a safe, fun, informal and effective learning space for supporting language teaching. Furthermore the use of MMORPGs help the students’ confidence in using their second language and provide additional benefits such as a better understanding of the culture and use of language in different contexts

    Learning and Games

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning In this chapter, I argue that good video games recruit good learning and that a game's design is inherently connected to designing good learning for players. I start with a perspective on learning now common in the Learning Sciences that argues that people primarily think and learn through experiences they have had, not through abstract calculations and generalizations. People store these experiences in memory -- and human long-term memory is now viewed as nearly limitless -- and use them to run simulations in their minds to prepare for problem solving in new situations. These simulations help them to form hypotheses about how to proceed in the new situation based on past experiences. The chapter also discusses the conditions experience must meet if it is to be optimal for learning and shows how good video games can deliver such optimal learning experiences. Some of the issues covered include: identity and learning; models and model-based thinking; the control of avatars and "empathy for a complex system"; distributed intelligence and cross-functional teams for learning; motivation, and ownership; emotion in learning; and situated meaning, that is, the ways in which games represent verbal meaning through images, actions, and dialogue, not just other words and definitions
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