What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture

January 1st, 2007 | RESEARCH

In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content. We report on an ongoing ethnographic study that documents youth producing video games in a community design studio. We illustrate how video game making can provide a context for addressing issues of participation, transparency and ethics.

Document

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Team Members

Kylie Peppler, Author, University of California, Los Angeles
Yasmin Kafai, Author, University of California, Los Angeles

Citation

Publication: Digital International Games Research Association Proceedings

Related URLs

Full Text
ITR: A Networked, Media-Rich Programming Environment to Enhance Informal Learning and Technological Fluency at Community Technology Centers

Tags

Audience: Educators | Teachers | Elementary School Children (6-10) | Middle School Children (11-13) | Museum | ISE Professionals | Youth | Teen (up to 17)
Discipline: Computing and information science | Education and learning science | Engineering | Literacy | Technology
Resource Type: Conference Proceedings | Reference Materials
Environment Type: Games | Simulations | Interactives | Media and Technology