2012
DOI: 10.1007/s11422-012-9410-6
|View full text |Cite
|
Sign up to set email alerts
|

“GodMode is his video game name”: situating learning and identity in structures of social practice

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

0
9
0

Year Published

2013
2013
2020
2020

Publication Types

Select...
3
2

Relationship

1
4

Authors

Journals

citations
Cited by 15 publications
(9 citation statements)
references
References 19 publications
0
9
0
Order By: Relevance
“…While all of the youth enrolled in the study possessed learning narratives tied to activity, affiliated others, identities, and so on, for this analysis, we chose to highlight Brenda's learning narrative because it is directly related to science. Several other participants had rich technology and engineering‐related learning narratives, for example (see Bricker & Bell, for a technology‐related case), and still others had rich learning narratives specific to other types of activity (e.g., learning narratives related to the development of sporting expertise). It is an empirical question, but uncovering these narratives and then actively and thoughtfully leveraging them as part of science education in schools could have enormous learning implications.…”
Section: Methods and Analysismentioning
confidence: 99%
See 3 more Smart Citations
“…While all of the youth enrolled in the study possessed learning narratives tied to activity, affiliated others, identities, and so on, for this analysis, we chose to highlight Brenda's learning narrative because it is directly related to science. Several other participants had rich technology and engineering‐related learning narratives, for example (see Bricker & Bell, for a technology‐related case), and still others had rich learning narratives specific to other types of activity (e.g., learning narratives related to the development of sporting expertise). It is an empirical question, but uncovering these narratives and then actively and thoughtfully leveraging them as part of science education in schools could have enormous learning implications.…”
Section: Methods and Analysismentioning
confidence: 99%
“…For example, a youth's interest in gaming can serve as a driving force for long‐term STEM‐related learning—and also an outcome of participation in different gaming genres (cf. Barron, ; Bricker & Bell, ; Hidi & Renninger, ). In addition, we identify forms of participation in (cf., Ito et al, ), relationships with others (cf.…”
Section: Theoretical Frameworkmentioning
confidence: 99%
See 2 more Smart Citations
“…Participation by the learner can be voluntary, and learning can be selfdirected. Bricker and Bell ( 2012 ) examined a boy's interest in playing video games over a period of 4 years to understand the development of expertise across settings and time. Bell and his team ( 2013 ) conducted ethnographic studies in the US context to examine the learning pathways of a group of youths across settings, social groups, and pursuits.…”
Section: Differences Between Formal and Informal Learningmentioning
confidence: 99%