ABSTRACT In 2007, the authors ’ ethnographic research study of 11 adolescent gamers began in a response to social concern regarding adolescent (dis)engagement in school literacy practices. Since then, the authors ’ ongoing research has revealed the importance of understanding and knowing more about individual gamers ’ ways of knowing, and also about the overlapping and nested culture(s) they create and to which they belong. What is being observed is a culture working deep within the values of complexity science, allowing for the novelty and unpredictability of emergence to occur. The values of complex systems exhibited by these young people serve to disturb values of traditional linear thinking about schooling, and demonstrate the deep and ...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
Few spaces exist in schools that require students to research, play and design digital games. This p...
On a general level, this thesis seeks some answers to the broad question of what one can learn from ...
The following paper examines how adolescent gamers’ experiences reveal the complex learning systems ...
This research is based on the following research question: What are the pupils’ thoughts about their...
Thesis (Ph. D.)--University of Washington, 2006.This study is a close ethnographic analysis of a sma...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
Conventional wisdom about young people’s use of digital technology often equates generational identi...
For this research, four high school aged teenagers participated in an intensive one week video gamin...
The capacity of video games to engage and challenge players through increasingly complex and demandi...
For many teens of both genders in industrialized countries, video gaming is an integral part of thei...
Previous studies in youth learning have mostly examined practices that were bounded within a predete...
The purpose of this study was to explore the role Interactive Game Technologies (IGTs) play in an ad...
This research uses the complexity paradigm to discuss videogames as technical objects; open relation...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
Few spaces exist in schools that require students to research, play and design digital games. This p...
On a general level, this thesis seeks some answers to the broad question of what one can learn from ...
The following paper examines how adolescent gamers’ experiences reveal the complex learning systems ...
This research is based on the following research question: What are the pupils’ thoughts about their...
Thesis (Ph. D.)--University of Washington, 2006.This study is a close ethnographic analysis of a sma...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
Conventional wisdom about young people’s use of digital technology often equates generational identi...
For this research, four high school aged teenagers participated in an intensive one week video gamin...
The capacity of video games to engage and challenge players through increasingly complex and demandi...
For many teens of both genders in industrialized countries, video gaming is an integral part of thei...
Previous studies in youth learning have mostly examined practices that were bounded within a predete...
The purpose of this study was to explore the role Interactive Game Technologies (IGTs) play in an ad...
This research uses the complexity paradigm to discuss videogames as technical objects; open relation...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
Few spaces exist in schools that require students to research, play and design digital games. This p...
On a general level, this thesis seeks some answers to the broad question of what one can learn from ...