Recognizing New Literacies: Teachers and Students Negotiating the Creation of Video Games in School
نویسندگان
چکیده
Designing and creating video games in a high school classroom is fantasy for some students, but a reality in computer classes at a large sized Western Canadian high school. Classes of Information Technology and Programming have been engaging in video games as the entry point into learning programming skills. Powerful learning and teaching practises are apparent and through observations, interviews, and video recordings coupled with students’ articulation of their process we have been carrying out the first year of a three year ethnographic research study of the educative value and potential of video games within a school setting.
منابع مشابه
The Effect of Teachers` Language of Possibility on the Nurturing of the Students` Multiple literacies
Expended Abstract Introduction: One of the important tasks of the educational system is to adopt appropriate policies to promote multiple literacies in order to improve students’ social welfare. Achieving social welfare requires nurturing citizens who are literate. The development and prosperity of any society without the development of multiple literacies is not possible as a basis; therefore...
متن کاملThe Effect of Teachers` Language of Possibility on the Nurturing of the Students` Multiple literacies
Expended Abstract Introduction: One of the important tasks of the educational system is to adopt appropriate policies to promote multiple literacies in order to improve students’ social welfare. Achieving social welfare requires nurturing citizens who are literate. The development and prosperity of any society without the development of multiple literacies is not possible as a basis; therefore...
متن کاملDesigning Centers of Expertise for Academic Learning Through Video Games
Schools appear to be facing a crisis of engaging secondary students in meaningful learning. Many are recognizing that the learning principles in computer and video games make reflect our best theories of cognition, yet are underutilized as an educational resource. This paper suggests an alternative model for game-based learning outside of schools. Drawing on case studies of youth participating ...
متن کاملGet in the Game: Encouraging Play and Game Creation to Develop New Literacies in the Library
LIBRARY TRENDS, Vol. 61, No. 4, 2013 (“The Impact of Gaming on Libraries,” edited by Scott Nicholson), pp. 836–848. © 2013 The Board of Trustees, University of Illinois Abstract Play is a well-documented educational tool, but one that has begun to decline in schools and early childhood education due to the increased pressure for cognitive-based school readiness programs. Play such as pretend pl...
متن کاملمقایسۀ تأثیر مداخلهای بازیهای ویدیویی سه بعدی و دو بعدی بر خلاقیت و مهارتهای اجتماعی دانشجویان پسر
In recent years, there has been an increase in the playing of digital games in children, adolescents and adults worldwide. Not only has interest in digital games grown dramatically, but variations in the types of games in different fields have also occurred. An example is the emergence of three- and two-dimensional games. Based on this, the purpose of this study was to investigate the effect of...
متن کامل