You are here:

"GodMode Is His Video Game Name": Situating Learning and Identity in Structures of Social Practice
ARTICLE

,

Cultural Studies of Science Education Volume 7, Number 4, ISSN 1871-1502

Abstract

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.

Citation

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. Retrieved October 15, 2019 from .

This record was imported from ERIC on April 18, 2013. [Original Record]

ERIC is sponsored by the Institute of Education Sciences (IES) of the U.S. Department of Education.

Copyright for this record is held by the content creator. For more details see ERIC's copyright policy.

Keywords

Cited By

View References & Citations Map

These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact info@learntechlib.org.