"GodMode Is His Video Game Name": Situating Learning and Identity in Structures of Social Practice
Cultural Studies of Science Education Volume 7, Number 4, ISSN 1871-1502
In this paper, we report on the structural nexus of one youth's gaming practices across contexts and over time. We utilize data from an ethnography of youth science and technology learning, as well as expertise development, across settings and developmental time. We use Ole Dreier's theory of persons to understand how this youth is able to develop considerable gaming expertise. Additionally, we explicate the learning practices embedded in the structural nexus of this youth's gaming and we examine associated issues of learning and identity. We problematize the lack of continuity between his formal schooling experiences and the structural nexus of his gaming practices as situated in a variety of other contexts and we reflect on the implications for the design of STEM gaming experiences in formal school environments.
Bricker, L.A. & Bell, P. (2012). "GodMode Is His Video Game Name": Situating Learning and Identity in Structures of Social Practice. Cultural Studies of Science Education, 7(4), 883-902.
- Behavior Theories
- educational technology
- Elementary Secondary Education
- Influence of Technology
- instructional design
- Learning Experience
- Learning Processes
- science education
- Science Instruction
- Self Concept
- Social Behavior
- Social Environment
- STEM education
- Student Behavior
- Technology Uses in Education
- video games
Cited ByView References & Citations Map
Kathleen Jeremiassen, Amy Orange, Jana Willis & Michelle Peters, University of Houston-Clear Lake, United States
Society for Information Technology & Teacher Education International Conference 2018 (Mar 26, 2018) pp. 437–445
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact email@example.com.