Reference Hub1
Digitizing Learning: How Video Games Can Be Used as Alternative Pathways to Learning

Digitizing Learning: How Video Games Can Be Used as Alternative Pathways to Learning

Carol-Ann Lane
Copyright: © 2019 |Pages: 24
ISBN13: 9781522581420|ISBN10: 1522581421|ISBN13 Softcover: 9781522597292|EISBN13: 9781522581437
DOI: 10.4018/978-1-5225-8142-0.ch007
Cite Chapter Cite Chapter

MLA

Lane, Carol-Ann. "Digitizing Learning: How Video Games Can Be Used as Alternative Pathways to Learning." Innovative Trends in Flipped Teaching and Adaptive Learning, edited by María Luisa Sein-Echaluce, et al., IGI Global, 2019, pp. 138-161. https://doi.org/10.4018/978-1-5225-8142-0.ch007

APA

Lane, C. (2019). Digitizing Learning: How Video Games Can Be Used as Alternative Pathways to Learning. In M. Sein-Echaluce, Á. Fidalgo-Blanco, & F. García-Peñalvo (Eds.), Innovative Trends in Flipped Teaching and Adaptive Learning (pp. 138-161). IGI Global. https://doi.org/10.4018/978-1-5225-8142-0.ch007

Chicago

Lane, Carol-Ann. "Digitizing Learning: How Video Games Can Be Used as Alternative Pathways to Learning." In Innovative Trends in Flipped Teaching and Adaptive Learning, edited by María Luisa Sein-Echaluce, Ángel Fidalgo-Blanco, and Francisco José García-Peñalvo, 138-161. Hershey, PA: IGI Global, 2019. https://doi.org/10.4018/978-1-5225-8142-0.ch007

Export Reference

Mendeley
Favorite

Abstract

The adoption of video games as an alternative classroom resource is acknowledged in technology and multiliteracies discourses as a strategy for meaning-making and developing cultural knowledge. This chapter addresses how educators may be informed about strategies that can potentially reinvent traditional literacy pedagogical boundaries and how boys' meaning-making establishes new ways and practices shaping their learning processes. This multi-case study examined the experiences of four boys engaged with video gaming in two different contexts: a community center and an after-school video club. A number of findings emanating from this study, including the following: (1) boys use their video gaming practices for meaning-making and collaborative efforts; (2) boys apply their cultural knowledge as creative innovators; (3) boys demonstrate peer mentoring through storytelling, face-to-face interactions, or in their online community of practice; (4) boys make meanings using metacognitive literacy skills; and (5) boys focus on cultural preservation and narrative storytelling.

Request Access

You do not own this content. Please login to recommend this title to your institution's librarian or purchase it from the IGI Global bookstore.