The widespread popularity of video-centered social media like YouTube, Vimeo, and DailyMotion is fostering new ways of teaching and learning music online. These media allow producers of educational content to reach, interact with, and respond to a global audience of interested viewers. Through a multimodal analysis approach, this study examined guitar-related lessons, tutorials, and reviews created and shared by artists and enthusiasts who reached a "celebrity" status on YouTube. Findings show that these teachers-celebrities construct their online presence and communicate with their audience through authenticity, approachability, and humor, in short-format and high-quality videos. The seamless integration of instructional content, branding, and references to the authors' personal lives and worldviews generates a unique teaching and learning environment that challenges traditional understandings of music education.
The goal of this article is to provide a conceptual framework to better understand digital games in learning and creative contexts through the dimensions of play, design, and participation. This framework can be used as a guiding tool for the selection, implementation, and evaluation of game-based approaches in formal and informal educational settings, as well as a blueprint for making sense of playful learning and creativity in virtual worlds and technology-mediated environments. In essence, this article seeks to answer the question “What are digital games and how can we make sense of them for learning and creativity?” The proposed visual model and conceptual framework, here defined as Playful Constructivism, is grounded on the learning theories of Situated Cognition, Social Constructivism, and Constructionism, and draws from play and game studies, design-based learning, and affinity spaces research. This framework is not intended as the “ultimate” conceptualization of game-based learning, but rather as an agile tool that can guide scholars, practitioners, and students through the affordances, challenges, and opportunities of implementing and using digital games in learning and creative contexts.
In recent years, playful design environments and digital games have been offering increasingly accessible programming tools and integrated editors, significantly expanding opportunities for the creation and sharing of user-generated content. These practices have engendered the diffusion of participatory online environments in which users present, discuss, and critique their creations. This study analyzes one of these design-driven environments dedicated to game levels created with the popular series LittleBigPlanet. Findings suggest that participants interact guided by their desire to become skilled designers and be recognized as such by their peers. To do so, they enact situated discursive functions that entail a pervasive use of specialist language, the formation of shared design references, and the valorization of new forms of originality based on remixing and intertextuality. By engaging in multimodal practices in a competent community of peer designers, participants create a safe ''discursive studio'' that offers a multiplicity of trajectories for learning and creativity.
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