Mexican-heritage Children's Cultural Patterns in Collaboration and Communication While Playing a Computerized Videogame

Mexican-heritage Children's Cultural Patterns in Collaboration and Communication While Playing a Computerized Videogame PDF Author: Sergio Aguilera
Publisher:
ISBN: 9780355562989
Category : Communication and culture
Languages : en
Pages : 49

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Book Description
Abstract: Two-hundred twenty-eight U.S. Mexican-heritage children, ages 8–10 (110 boys & 118 girls) whose mothers varied in familiarity with Indigenous practices and experience with schooling were videotaped while playing a computer game to study cultural patterns in collaboration and communication. The children played in groups of 4 on 2 computers. Interaction was coded in 5-second segments involving: teamwork, attempts at collaboration, turn-taking, competitive play, or neutral play. Communication was coded as either verbal or nonverbal, including what was communicated. Some results among middle class children were consistent with our expectations; for example, higher rates of solo play, however, the majority showed no difference between the groups. I discuss the shifting cultural practices in both groups as possible reasons for this pattern of results. Lastly, discussing possible cultural shifts pertaining to children’s experience with school in addition to their mothers formal schooling experience.

Mexican-heritage Children's Cultural Patterns in Collaboration and Communication While Playing a Computerized Videogame

Mexican-heritage Children's Cultural Patterns in Collaboration and Communication While Playing a Computerized Videogame PDF Author: Sergio Aguilera
Publisher:
ISBN: 9780355562989
Category : Communication and culture
Languages : en
Pages : 49

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Book Description
Abstract: Two-hundred twenty-eight U.S. Mexican-heritage children, ages 8–10 (110 boys & 118 girls) whose mothers varied in familiarity with Indigenous practices and experience with schooling were videotaped while playing a computer game to study cultural patterns in collaboration and communication. The children played in groups of 4 on 2 computers. Interaction was coded in 5-second segments involving: teamwork, attempts at collaboration, turn-taking, competitive play, or neutral play. Communication was coded as either verbal or nonverbal, including what was communicated. Some results among middle class children were consistent with our expectations; for example, higher rates of solo play, however, the majority showed no difference between the groups. I discuss the shifting cultural practices in both groups as possible reasons for this pattern of results. Lastly, discussing possible cultural shifts pertaining to children’s experience with school in addition to their mothers formal schooling experience.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233

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Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

Confronting the Challenges of Participatory Culture

Confronting the Challenges of Participatory Culture PDF Author: Henry Jenkins
Publisher: MIT Press
ISBN: 0262513625
Category : Technology & Engineering
Languages : en
Pages : 146

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Book Description
Many teens today who use the Internet are actively involved in participatory cultures—joining online communities (Facebook, message boards, game clans), producing creative work in new forms (digital sampling, modding, fan videomaking, fan fiction), working in teams to complete tasks and develop new knowledge (as in Wikipedia), and shaping the flow of media (as in blogging or podcasting). A growing body of scholarship suggests potential benefits of these activities, including opportunities for peer-to-peer learning, development of skills useful in the modern workplace, and a more empowered conception of citizenship. Some argue that young people pick up these key skills and competencies on their own by interacting with popular culture; but the problems of unequal access, lack of media transparency, and the breakdown of traditional forms of socialization and professional training suggest a role for policy and pedagogical intervention. This report aims to shift the conversation about the "digital divide" from questions about access to technology to questions about access to opportunities for involvement in participatory culture and how to provide all young people with the chance to develop the cultural competencies and social skills needed. Fostering these skills, the authors argue, requires a systemic approach to media education; schools, afterschool programs, and parents all have distinctive roles to play. The John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning

Video Games and Learning

Video Games and Learning PDF Author: Kurt Squire
Publisher: Teachers College Press
ISBN: 9780807751985
Category : Education
Languages : en
Pages : 0

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Book Description
Can we learn socially and academically valuable concepts and skills from video games? How can we best teach the “gamer generation”? This accessible book describes how educators and curriculum designers can harness the participatory nature of digital media and play. The author presents a comprehensive model of games and learning that integrates analyses of games, game culture, and educational game design. Building on more than 10 years of research, Kurt Squire tells the story of the emerging field of immersive, digitally mediated learning environments (or games) and outlines the future of education. Featuring engaging stories from the author’s experiences as a game researcher, this book: Explores the intersections between commercial game design for entertainment and design-based research conducted in schools. Highlights the importance of social interactions around games at home, at school, and in online communities. Engages readers with a user-friendly presentation, including personal narratives, sidebars, screenshots, and annotations. Offers a forward-looking vision of the changing audience for educational video games.

The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration

The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration PDF Author: Mary Scannell
Publisher: McGraw Hill Professional
ISBN: 0071743669
Category : Business & Economics
Languages : en
Pages : 240

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Book Description
Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.

Resources in Education

Resources in Education PDF Author:
Publisher:
ISBN:
Category : Education
Languages : en
Pages : 320

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Book Description


Handbook of Research on Teaching the English Language Arts

Handbook of Research on Teaching the English Language Arts PDF Author: Diane Lapp
Publisher: Routledge
ISBN: 1136886567
Category : Education
Languages : en
Pages : 449

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Book Description
Now in its third edition, the Handbook of Research on Teaching the English Language Arts—sponsored by the International Reading Association and the National Council of Teachers of English—offers an integrated perspective on the teaching of the English language arts and a comprehensive overview of research in the field. Prominent scholars, researchers, and professional leaders provide historical and theoretical perspectives about teaching the language arts focus on bodies of research that influence decision making within the teaching of the language arts explore the environments for language arts teaching reflect on methods and materials for instruction Reflecting important recent developments in the field, the Third Edition is restructured, updated, and includes many new contributors. More emphasis is given in this edition to the learner, multiple texts, learning, and sharing one’s knowledge. A Companion Website, new for this edition, provides PowerPoint® slides highlighting the main points of each chapter.

Handbook of Research on Effective Electronic Gaming in Education

Handbook of Research on Effective Electronic Gaming in Education PDF Author: Ferdig, Richard E.
Publisher: IGI Global
ISBN: 1599048116
Category : Technology & Engineering
Languages : en
Pages : 1762

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Book Description
"This book presents a framework for understanding games for educational purposes while providing a broader sense of current related research. This creative and advanced title is a must-have for those interested in expanding their knowledge of this exciting field of electronic gaming"--Provided by publisher.

Children's Play and Development

Children's Play and Development PDF Author: Ivy Schousboe
Publisher: Springer Science & Business Media
ISBN: 9400765797
Category : Education
Languages : en
Pages : 270

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Book Description
This book provides new theoretical insights to our understanding of play as a cultural activity. All chapters address play and playful activities from a cultural-historical theoretical approach by re-addressing central claims and concepts in the theory and providing new models and understandings of the phenomenon of play within the framework of cultural historical theory. Empirical studies cover a wide range of institutional settings: preschool, school, home, leisure time, and in various social relations (with peers, professionals and parents) in different parts of the world (Europe, Australia, South America and North America). Common to all chapters is a goal of throwing new light on the phenomenon of playing within a theoretical framework of cultural-historical theory. Play as a cultural, collective, social, personal, pedagogical and contextual activity is addressed with reference to central concepts in relation to development and learning. Concepts and phenomena related to ZPD, the imaginary situation, rules, language play, collective imagining, spheres of realities of play, virtual realities, social identity and pedagogical environments are presented and discussed in order to bring the cultural-historical theoretical approach into play with contemporary historical issues. Essential as a must read to any scholar and student engaged with understanding play in relation to human development, cultural historical theory and early childhood education.

Understanding Media

Understanding Media PDF Author: Marshall McLuhan
Publisher: Createspace Independent Publishing Platform
ISBN: 9781537430058
Category :
Languages : en
Pages : 396

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Book Description
When first published, Marshall McLuhan's Understanding Media made history with its radical view of the effects of electronic communications upon man and life in the twentieth century.