The 21st-Century Classroom Gamer
Autor: | Katherine J. E. Hewett, Bethanie C. Pletcher, Guang Zeng |
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Rok vydání: | 2018 |
Předmět: |
Cultural Studies
21st century skills Communication 05 social sciences ComputingMilieux_PERSONALCOMPUTING 050301 education 050801 communication & media studies Human-Computer Interaction 0508 media and communications Arts and Humanities (miscellaneous) Anthropology Mathematics education Sociology 0503 education Applied Psychology |
Zdroj: | Games and Culture. 15:198-223 |
ISSN: | 1555-4139 1555-4120 |
Popis: | The 21st century has given rise to gaming industry technologies that drive a new type of learner in the classroom. This article draws data from four case studies that were conducted as part of a sequential mixed-model study. The study explored the 21st-century skills students reported learning through their video game consumption and creation of intellectual property. The qualitative data analysis led to the development of five major findings: (1) the strategist: accomplishing the mission, (2) the creator: the art of gameplay, (3) the communicator: building relationships and communities, (4) the hero: to be the hero of a great adventure, and (5) I am an “elite”: a digital native. These findings attempt to create a profile of the 21st-century classroom gamer based on the data. They represent and support research trends that explore the gaming phenomenon, gamer traits, and 21st-century skills learned through playing video games. |
Databáze: | OpenAIRE |
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