Children’s Sense of Self: Learning and Meaning in the Digital Age
Tyler Dodge, Sasha Barab, Bronwyn Stuckey, Indiana University, United States ; Scott Warren, University of North Texas, United States ; Conan Heiselt, Richard Stein, Indiana University, United States
Journal of Interactive Learning Research Volume 19, Number 2, ISSN 1093-023X Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
This research began with the premise that video game play, especially as it relates to participation in persistent virtual worlds, provides fictional spaces where players engage in cognitive and communicative practices that can be personally transformative in prosocial ways. Players' experiences with these worlds are as much defined by the technical design and construction of these spaces as they are influenced by the socio-cultural arrangements that develop. In support of this belief, we collected data on children's experiences with a range of technologies germane to the Digital Age, including their participation in the Quest Atlantis environment, an immersive space for learning that is intended to engage children ages 9-12 in a form of dramatic play comprising both online and real-world learning activities. By enlisting this innovation to nonintrusively collect data about children's participation as well as their engagement with media more generally, the research team was able to move beyond an ethnographic study of what already exists in the world and develop a grounded appreciation for what an innovative technology-rich context might make possible in the future.
Dodge, T., Barab, S., Stuckey, B., Warren, S., Heiselt, C. & Stein, R. (2008). Children’s Sense of Self: Learning and Meaning in the Digital Age. Journal of Interactive Learning Research, 19(2), 225-249. Waynesville, NC: Association for the Advancement of Computing in Education (AACE).
© 2008 Association for the Advancement of Computing in Education (AACE)
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Jaclyn Dudek & Rebecca Heiser, Penn State
The Journal of Distance Education / Revue de l'ducation Distance Vol. 32, No. 2 (Dec 16, 2017)
Using 3D Virtual Worlds – OpenSim, Quest Atlantis – to Teach International School Students Computer Science and Human Values
Alexander Makosz, Changchun American International School, China
EdMedia + Innovate Learning 2011 (Jun 27, 2011) pp. 2480–2489
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