From Mario to FIFA: what qualitative case study research suggests about games-based learning in a US classroom |
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Authors: | Hannah R. Gerber Sandra Schamroth Abrams Anthony J. Onwuegbuzie Cindy L. Benge |
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Affiliation: | 1. Department of Language, Literacy, and Special Populations, Sam Houston State University, Huntsville, TX, USAhrg004@shsu.edu;3. Department of Curriculum and Instruction, St. John’s University, Queens, New York, USA;4. Department of Educational Leadership and Counseling, Sam Houston State University, Huntsville, TX, USA;5. Department of Language, Literacy, and Special Populations, Sam Houston State University, Huntsville, TX, USA |
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Abstract: | This article explores the impact of using commercial-off-the-shelf (COTS) videogames in a high school curriculum when developed through a connected learning frame by examining the influence that COTS videogames have on transforming students’ literacy learning in-school. However, it must be noted that transforming literacy in school is about more than bridging in- and out-of-school literacies; it concerns developing a deeper understanding of the meaning of literacy in today’s multimediated world, and the ways that these experiences are connected not only to media, but to traditional texts, peers, and guiding teachers, so that we can better grasp how to harness new learning styles and new ways of making meaning in contemporary classroom spaces. To understand how to capture in and out-of-school practices, we conducted a qualitative case study of two high school students enrolled in a reading intervention class that incorporated a COTS videogames curriculum. Data were analyzed via a constant comparison analysis. Findings indicated that the games-based curriculum created through a connected learning frame enabled students to engage in a constellation of connections among digital media, traditional texts, peers, and guiding teachers. |
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Keywords: | games-based learning commercial-off-the-shelf videogames videogames literacy adolescent literacy |
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