Thesis (Ph. D.)--University of Washington, 2006.This study is a close ethnographic analysis of a small number of children's video gaming practices. The gamer, as the unit of analysis, was followed as competencies in the game context developed over several months. Throughout the study the question was asked: What are gamers learning as they play? The study seeks to extend everyday cognition and informal learning research into an aspect of children's lives we know little about. This in turn helps us understand how children shape their own activities and interactions towards self directed learning. The analysis is based on an ecological or distributed perspective of cognition and learning. Video recordings of in-home game playing, field-notes,...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
ABSTRACT In 2007, the authors ’ ethnographic research study of 11 adolescent gamers began in a respo...
The aim of this study was to investigate the use of an educational computer video game in teaching a...
This study explores very young children performing and talking about game characters in their everyd...
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning The focus of this ...
On a general level, this thesis seeks some answers to the broad question of what one can learn from ...
This research examines the ingenious activity, relationships, and power dynamics that mediate learni...
The purpose of this study was to identify motivational elements of an online multi-player educationa...
This paper explores the relationship between digital games and learning along the continuum from for...
This project examines what the literature has to say about the benefits found for K-12 students with...
This article presents an empirical study performed in the light of socio-cultural theories, emphasiz...
This article provides a synthesis of a group of research studies conducted to better understand in w...
This research is based on the following research question: What are the pupils’ thoughts about their...
Abstract Title: The game of playing: A media ethnographic study of children playing videogames on a ...
Available online.The aim of this study was to investigate the use of an educational computer video g...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
ABSTRACT In 2007, the authors ’ ethnographic research study of 11 adolescent gamers began in a respo...
The aim of this study was to investigate the use of an educational computer video game in teaching a...
This study explores very young children performing and talking about game characters in their everyd...
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning The focus of this ...
On a general level, this thesis seeks some answers to the broad question of what one can learn from ...
This research examines the ingenious activity, relationships, and power dynamics that mediate learni...
The purpose of this study was to identify motivational elements of an online multi-player educationa...
This paper explores the relationship between digital games and learning along the continuum from for...
This project examines what the literature has to say about the benefits found for K-12 students with...
This article presents an empirical study performed in the light of socio-cultural theories, emphasiz...
This article provides a synthesis of a group of research studies conducted to better understand in w...
This research is based on the following research question: What are the pupils’ thoughts about their...
Abstract Title: The game of playing: A media ethnographic study of children playing videogames on a ...
Available online.The aim of this study was to investigate the use of an educational computer video g...
In the past, traditional, non-digital games were limited by the physical space of play. Players woul...
ABSTRACT In 2007, the authors ’ ethnographic research study of 11 adolescent gamers began in a respo...
The aim of this study was to investigate the use of an educational computer video game in teaching a...