• STEAM3D ONLINE MODULES
    • Intro to Digital Making: Module 1 >
      • Research
      • Media
      • Field Activities
    • Electronics: Module 2 >
      • Chibitronics >
        • Research
        • Media
        • Field Activities
      • Makey Makey >
        • Research
        • Media
        • Field Activities
      • LittleBits >
        • Research
        • Media
        • Field Activities
      • ARDUINO >
        • Research
        • Media
        • Field Activities
    • Wearables: Module 3 >
      • Research
      • Media
      • Field Activities
    • 3D Printing: Module 4 >
      • Research
      • Media
      • Field Activities
    • Coding, Gaming & Programmable Robots: Module 5 >
      • Coding >
        • Research
        • Media
        • Field Activities
      • Gaming >
        • Research
        • Media
        • Field Activities
      • Programmable Robots >
        • Research
        • Media
        • Field Activities
  • About
  • STEAM3D ONLINE MODULES
    • Intro to Digital Making: Module 1 >
      • Research
      • Media
      • Field Activities
    • Electronics: Module 2 >
      • Chibitronics >
        • Research
        • Media
        • Field Activities
      • Makey Makey >
        • Research
        • Media
        • Field Activities
      • LittleBits >
        • Research
        • Media
        • Field Activities
      • ARDUINO >
        • Research
        • Media
        • Field Activities
    • Wearables: Module 3 >
      • Research
      • Media
      • Field Activities
    • 3D Printing: Module 4 >
      • Research
      • Media
      • Field Activities
    • Coding, Gaming & Programmable Robots: Module 5 >
      • Coding >
        • Research
        • Media
        • Field Activities
      • Gaming >
        • Research
        • Media
        • Field Activities
      • Programmable Robots >
        • Research
        • Media
        • Field Activities
  • About

Gaming: Research

Research article #1

Hill, V. (2015). Digital citizenship through game design in Minecraft. New Library World, 116(7/8), pp. 369 - 382. doi:http://dx.doi.org/10.1108/NLW-09-2014-0112

Questions

1. What do you see as the affordances of incorporating gaming, and the constructivist approach, in the classroom? What might be some considerations?

2. Why might MineCraft be a particularly good gaming tool to employ in one's pedagogy?

3. This article focused on MineCraft to teach information literacy and digital citizenship. How else might one use MineCraft to teach other subjects and topics? 
​

Research Article #2

Kafai, Y. B., Peppler, K. A., Lemke, J., & Warschauer, M. (2011). Youth, technology, and DIY: Developing participatory competencies in creative media production. Review of Research in Education, 35, 89-119. doi: 10.3102/0091732X10383211.

Questions

1. What do you understand as critical participation in the modern digital landscape?

2. Why might the creativity involved in video game production, and the participatory culture that surrounds it, have such a positive impact on the learning process?

3. What do you see as essential new and/or digital literacy skills students now need and how might game-creation facilitate the development of these skills?
​

Back
Media
Activities
Powered by
✕