Children’s Out-of-School Learning in Digital Gaming Communities

Marina Wernholm
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引用次数: 4

Abstract

The aim of this study is to investigate children’s out-of-school learning in digital gaming communities. This was achieved by exploring girls’ participation in Minecraft communities. Data were generated through interviews, video-recorded play sessions and video-stimulated recall. Multimodal interactional analysis was applied in order to analyze children’s mediated actions. The components of Wenger’s Social Theory of Learning were used as a basis when exploring learning in children’s out-of-school digital gaming communities. Five significant themes of what characterizes learning in digital gaming communities were identified: learning through experiencing, learning through belonging, learning through performing, learning through struggling and learning through enacting participatory identities. The main findings are presented in a tentative conceptual framework that can support teachers, school leaders and policymakers who are interested in connecting children’s out-of-school learning experiences with their learning in school.
数字游戏社区中儿童的校外学习
本研究的目的是调查数字游戏社区中儿童的校外学习情况。这是通过探索女孩参与《我的世界》社区来实现的。数据是通过访谈、视频录制的游戏会话和视频刺激的回忆产生的。采用多模态交互分析对儿童的中介行为进行分析。温格的社会学习理论的组成部分被用作探索儿童校外数字游戏社区学习的基础。我们确定了数字游戏社区中学习的五个重要主题:通过体验学习、通过归属学习、通过表演学习、通过奋斗学习和通过制定参与性身份学习。主要研究结果是在一个暂定的概念框架中提出的,该框架可以为有兴趣将儿童的校外学习经历与在校学习联系起来的教师、学校领导和政策制定者提供支持。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
1.50
自引率
0.00%
发文量
6
审稿时长
10 weeks
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