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What is Social Constructivist Learning

Handbook of Research on Effective Electronic Gaming in Education
Theory that meaningful learning is constructed in social contexts because knowledge and knowing exists within individuals (past experiences, cultures, and beliefs) and continues to be co-created through social interactions.
Published in Chapter:
Video-Game Creation as a Learning Experience for Teachers and Students
Leanna Madill (University of Victoria, Canada) and Kathy Sanford (University of Victoria, Canada)
Copyright: © 2009 |Pages: 16
DOI: 10.4018/978-1-59904-808-6.ch072
Abstract
This chapter explores changing conceptions of learning brought about by technological changes and opportunities and examines more closely the understanding of video game creation as a learning experience. Based on the first year of a three-year ethnographic research study of the educative value and potential of video games within a school setting, this chapter examines the powerful learning and teaching practises in classes of information technology and programming in which video game creation has been used as entry points into learning programming skills. Observations, interviews, and video recordings coupled with students’ articulation of their process were used to examine the depth of students’ learning and revealed the development of their multi-literacy skills, social skills, and their learning process awareness. Suggestions within this chapter include how a social constructivist classroom involving technology and popular culture can be developed and valued.
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