2019
DOI: 10.1007/s10639-019-09930-2
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Understanding learning in video games: A phenomenological approach to unpacking boy cultures in virtual worlds

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Cited by 11 publications
(4 citation statements)
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“…Understanding learning in video games: A phenomenological approach to unpacking boy cultures in virtual worlds (Engerman, et al, 2019) This paper describes how experiences that mirrored twenty-first century skills aligned with the Partnership for Twenty-first Century Learning framework through digital gameplay and the findings of a phenomenological research study to uncover possible skills that boys learn through peer-supported activities using commercial off-the-shelf video games.…”
Section: A52mentioning
confidence: 99%
“…Understanding learning in video games: A phenomenological approach to unpacking boy cultures in virtual worlds (Engerman, et al, 2019) This paper describes how experiences that mirrored twenty-first century skills aligned with the Partnership for Twenty-first Century Learning framework through digital gameplay and the findings of a phenomenological research study to uncover possible skills that boys learn through peer-supported activities using commercial off-the-shelf video games.…”
Section: A52mentioning
confidence: 99%
“…Although videogames and literacies has been a topic of research for over 20 years (Abrams, 2015b;Beavis, 1998;Beavis & Charles, 2005;Bailey, 2016;Burnett & Merchant, 2014;deHaan, 2019;Engerman et al, 2019;Gee, 2003;Gerber & Abrams, 2014;Hanghøj et al, 2020;Hawisher & Selfe, 2007;Nash & Brady, 2021;Rosas et al, 2003;Schaffer et al, 2005;Squire, 2011;Steinkuehler et al, 2010;Steinkuehler et al, 2012;Van Eck, 2008;Wolf & Perron, 2003), we see this special issue (re)initiating the particular discussion of gaming and L1 literacies. With authors from across the globe-Australia, Cyprus, Denmark, Greece, and the United States-this collection includes research from various contexts and metacontexts, highlighting the idiosyncratic nature of gaming and literacies in particular spaces while revealing a universality of key features of gaming that can serve as fodder for educators and education researchers to literally and figuratively level up their research and teaching practices.…”
Section: Literacy and Videogamingmentioning
confidence: 90%
“…Learning approaches and models must continue to be developed for teacher professionalism. In designing learning approaches and models, it is necessary to focus on the student-centered concept, so it can be meaningful learning and students can implement their learning experiences over along the way (Engerman et al, 2019;Engerman & Otto, 2021). It is necessary to design learning that considered the learning competencies or outcomes, scope of the content, learning activities, learning assessment (Bennett et al, 2017).…”
Section: Online Learning Activitiesmentioning
confidence: 99%