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Part VIII | Affinity Spaces for Learning Research

Part VIII | Affinity Spaces for Learning Research


Part VIII of Dissertation Research Series

Research by Steinkuehler focuses on the development of literacy around using video games, including the use of forums and online spaces, and how their use can help boys become more involved in literacy practices (Steinkuehler & King, 2009). Steinkuehler and King (2009) developed an after school program for at-risk adolescent boys based on the popular video game World of Warcraft with the intent of examining how their interests in video games could strengthen their engagement and literacy. Initial results showed that they used literacy for problem solving, researched and created multi-modal game resources online, and synthesized information over multiple resources (Steinkuehler & King, 2009). Similarly, Thomas (2005) studied a group of children engaging in online role-playing and fan fiction activities around Tolkien’s Middle Earth and found that literate behavior was the most highly valued form of participation and ability in the community; students would spend hours improving their literacy in order to improve their abilities in the online space (Thomas, 2005).

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Part VII | Affinity Spaces

Part VII | Affinity Spaces


Part VII of Dissertation Research Series

Technological changes are impacting the way people to learn and their purposes for learning, with children now learning frequently in informal settings outside of school (Gee, 2004). Researchers such as Gee (2004) argue that the learning process is more efficient when the learner is becoming part of a culture (like a games culture, or a culture of physicists) than through direct instruction because the learner becomes more involved with the cultural learning, participating in experiences, discussion, and adopting the identity of the learning group (Gee, 2004).Read More






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