This chapter explores the popular game Minecraft (Mojang 2011) as a location of ‘impassioned learning’ both in and out of school. We argue that impassioned learning occurs when individuals are motivated through a deep interest-driven desire to learn new knowledge and skills within fan culture associated with digital gameplay. Jenkins (1992/2013 & 2006) argues fandom involves individuals in significantly meaningful relationships with popular culture that often lead to intense engagement with the fictional worlds built for narrative engagement and gameplay and the development of communities of practice. Gee (2003) shows how successful digital games require players to intensely engage with knowledge and that this often leads to...
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulato...
In recent years, the technological revolution has changed the way we see reality and interact with i...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...
The digital game Minecraft is a popular shared experience for many children around the world and arg...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
This chapter discusses the multi literacy practices children undertake when participating in the dig...
In this presentation, Prof. Alice Lesnick and her student collaborators will share what they learned...
Abstract: As one of the newest art forms available to young people, gaming has become an increasing...
The chapter suggests Minecraft can usefully be thought of as a media production platform that enable...
This book investigates how a popular new entertainment genre on YouTube is also a site of learning f...
This study seeks greater understanding of how digital games can be implemented in English teaching, ...
Understanding children's authentic perspective of their participation and learning in games is integ...
Research has shown the educational benefits of using the video game Minecraft in areas such as scien...
This critical literature review examines how sandbox video games like Minecraft can develop 21st cen...
The eruption of ICTs in our society posed the question of how to integrate technology into education...
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulato...
In recent years, the technological revolution has changed the way we see reality and interact with i...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...
The digital game Minecraft is a popular shared experience for many children around the world and arg...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
This chapter discusses the multi literacy practices children undertake when participating in the dig...
In this presentation, Prof. Alice Lesnick and her student collaborators will share what they learned...
Abstract: As one of the newest art forms available to young people, gaming has become an increasing...
The chapter suggests Minecraft can usefully be thought of as a media production platform that enable...
This book investigates how a popular new entertainment genre on YouTube is also a site of learning f...
This study seeks greater understanding of how digital games can be implemented in English teaching, ...
Understanding children's authentic perspective of their participation and learning in games is integ...
Research has shown the educational benefits of using the video game Minecraft in areas such as scien...
This critical literature review examines how sandbox video games like Minecraft can develop 21st cen...
The eruption of ICTs in our society posed the question of how to integrate technology into education...
The purpose of this study was to investigate pupils' and teachers' experiences of using the simulato...
In recent years, the technological revolution has changed the way we see reality and interact with i...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...