Otaku Learning
August 31, 2012
August 31, 2012
August 9, 2012
As a learning scientist one of the first things I was trained to consider is my underlying epistemology—the theory of knowledge, or what it means to know—and how that relates to the learning environment being studied. Seymor Papert (1980) discussed epistemology as what “reflects and reinforces a particular way of thinking and knowing that is aligned with the norms and principles of a particular community” (Hatfield, 2011).
Read More...August 2, 2012
This summer I attended summer school…well kind of. For three weeks in June I worked with a great team to implement a digital media and design project with high school students. We followed that project with a two-week game design camp in July at the University of Texas with middle school students. Both projects are what you might call ‘connected learning’ design pilots. What exactly is that? The goal of each project was to put into action some
Read More...August 2, 2012
Most parents would agree that competitive sports like soccer and football are good for kids. How about competitive video games? In my research, I interviewed kids who not only share video game interests with family members and peers, but they also derive academic and social benefits from their gaming experiences.
Read More...July 26, 2012
When I was a kid my dad used to come home from work and greet me by asking, “So what do you know, kiddo?” It was his way of saying hello. But as an seven year-old obsessed with World Book Encyclopedia’s way of sorting knowledge into alphabetized volumes of varying thickness I missed the obvious and instead took up his query at face value: What did I know? Each day I worried over selection of the juicy new fact or strange invention I could share with him over dinner.
Read More...July 20, 2012
When I first started playing LittleBigPlanet2, a Playstation 3 game created by the company Media Molecule, I was both excited and frustrated. I was excited because the graphics, characters, and story of the side-scrolling platform were stunning and engaging.
Read More...July 17, 2012
On October 22, 2011, I found myself in a full capacity crowd at the Anaheim Convention Center in California. We eagerly awaited the appearance of two superstars. The stars, with aliases MVP and NesTea, were professional gamers–among the very best in the world. They have team coaches, impressive skills, and fans. About 10,000 fans attended, and 200,000 more watched from home. Most of the crowd was male, white or Asian, dressed in T-shirts and jeans, and short-haired; some sported goatee beards. I sat on the floor in the aisle; the seats were filled.
Read More...July 12, 2012
Figure 1. Fiber crafts meet Harry Potter: jen2291, a Hogwarts at Ravelry member, has crocheted the main characters of the Harry Potter stories.
Read More...July 10, 2012
“[T]here is something huge about that [moment] in education where the most powerful person is the student, where they just suddenly realize that, ‘even if I don’t get this fancy course, nobody is going to stop me being [what I desire to be].’”
— Kareem Ettouney, Media Molecule, Art Director
May 1, 2012
One thing is clear in our work at Texas City High School (TCHS) this year: students like to create their own media. Students at TCHS create their own YouTube channels, compose original music, comics, games, Tumblr pages, art work, and fashion designs. As young people’s use of social and digital media applications continues to evolve they are developing what I call a “design disposition.” This is a reference to a distinct generational view that they expect to not o
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