Shared purpose

Attitudes, Success, and Engagement: A Comparison of Game and School Contexts

December 19, 2012

During my dissertation work, I interviewed three male youth from the same school: one junior and two seniors, who all had college aspirations of technology or game design, and came from a variety of home situations with varying socioeconomic status (SES).  These youth were avid gamers and were part of my research because they were World of Warcraft players. Despite the fact that they were highly engaged with World of Warcraft (WoW), they had all disengaged from a traditional school setting.

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Moving Towards an eSports Future

October 12, 2012

eSports are a specific category of computer games. eSport games like StarCraft II are intentionally designed by the game developer to be both highly competitive (“difficult to master”) and also easy for fans to watch. eSports is an emerging market participated in by professional gamers, coaches, sponsors, event organizers, and celebrities. An eSport is an emerging sporting genre entering public spheres occupied by traditional sports like football and soccer.

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From Theory to Design: Exploring the Power & Potential of ‘Connected Learning,’ Part Two

October 9, 2012

One of the more compelling aspects of connected learning is the opportunity for students to create personalized learning pathways that establish important links across the different nodes in their learning ecology. I had a chance to witness the power and potential of connected learning during a three-week summer digital media and design camp that we conducted with students at Texas City High School (TCHS).

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Connected Learning Design Digital Divides Digital Media & Learning Digital Parenting Digital Parents Education Equity Fanfiction harry potter Introduction Little Big Planet 2 New Media Literacies parenting parents Ravelry Research Social Media StarCraft II WWE