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Emergent/See: Viewing Adolescents’ Video Game Creation through an Emergent Framework

Emergent/See: Viewing Adolescents’ Video Game Creation through an Emergent Framework
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Author(s): Kathy Sanford (University of Victoria, British Columbia, Canada)and Liz Merkel (University of Victoria, British Columbia, Canada)
Copyright: 2011
Pages: 16
Source title: Interactive Media Use and Youth: Learning, Knowledge Exchange and Behavior
Source Author(s)/Editor(s): Elza Dunkels (Umeå University, Sweden), Gun-Marie Franberg (Umea University, Sweden)and Camilla Hallgren (Umea University, Sweden)
DOI: 10.4018/978-1-60960-206-2.ch007

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Abstract

In the fall of 2006 the authors’ ethnographic research study began in a response to increasing social concern regarding adolescent (dis)engagement in school literacy practices. The authors began data collection in a grade 9/10 Information Technology (IT) class wherein students were in the process of creating their own videogames as a way to learn programming. Through observations and interviews with students, teachers and parents, they have begun to consider how knowledge developed through creating video games informs the way young people see and engage in the world. They introduce emergence theory to illuminate how their understandings and skills can be used to provide more meaningful learning experiences in formal learning/school experiences. This chapter will demonstrate how these students were engaged in a powerful, emergent learning experience, and one that is very different to the traditional Eurocentric schooling approach, one often not recognized or understood as credible learning.

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