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Gee, Elisabeth; Gee, James Paul – Teachers College Record, 2017
Background: Videogames and virtual worlds have frequently been studied as learning environments in isolation; that is, scholars have focused on understanding the features of games or virtual worlds as separate from or different than "real world" environments for learning. Although more recently, scholars have explored the teaching and…
Descriptors: Video Games, Simulated Environment, Computer Simulation, Teaching Methods
Abrams, Sandra Schamroth; Rowsell, Jennifer; Merchant, Guy – Teachers College Record, 2017
Background: Research into digital practices and cultures repeatedly calls attention to the complexity of communication spaces and meaning-making practices. With the blurring of boundaries between online and offline, these entangled practices involve the interweaving of human, material, semiotic, and discursive practices. Purpose: This introductory…
Descriptors: Simulated Environment, Computer Simulation, Video Games, Play
Abrams, Sandra Schamroth; Lammers, Jayne C. – Teachers College Record, 2017
Background: Focusing on ways a common endeavor brings people together, Gee offered the concept of affinity spaces, which suggests that open participation without exclusion or membership is possible. This theory contrasts with Lave and Wenger's communities of practice, which called attention to situated, hierarchical participatory practices.…
Descriptors: Group Dynamics, Video Games, Interpersonal Attraction, Communities of Practice
Black, Rebecca W.; Alexander, Jonathan; Korobkova, Ksenia – Teachers College Record, 2017
Background/Context: Sociocultural research on young people's literate practices with digital media has generally focused on literacy events and practices that are grounded in distinct online locations, such as affinity spaces, specific websites, particular videogames, or virtual worlds. Purpose/Objective/Research Question/Focus of Study:…
Descriptors: Simulated Environment, Computer Simulation, Qualitative Research, Literacy
Wohlwend, Karen E. – Teachers College Record, 2017
Background: Today, children play in transmedia franchises that bring together media characters, toys, and everyday consumer goods with games, apps, and websites in complex mergers of childhood cultures, digital literacies, consumer practices, and corporate agendas. Recent research on youth videogames and virtual worlds suggests the productive…
Descriptors: Social Media, Play, Video Games, Web Sites