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The Work of Play

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[Sample Chapter]

Certain educational researchers have claimed that videogames can energize learning in both traditional and non-traditional contexts, cultivate skills more useful to a changing economy, and present information in ways more appealing to students. The notion of “serious games” dates back as early as the 1950s, but so far has failed to make a significant lasting impact on what goes on in education. One component missing then—and is still scarce even now—is empirical evidence showing how videogames promote learning, and what hinders or enhances it.

The Work of Play is an attempt to describe such learning on the micro-level, capturing the moment-by-moment interactions between players and showing how meanings are shaped over time. It builds on anthropological methods, including ethnography and conversation analysis, to re-construct how situated learning occurs and how players’ perception of the game evolves as their experiences with the game change.

 

Entries in digital age (1)

Monday
Apr252011

Review: Delete: The Virtue of Forgetting in the Digital Age

I was reading Delete by Victor Mayer-Schonberger when I recalled a movie with Robin Williams called The Final Cut, a forgettable pseudo-scifi movie about cameras being implanted in people that records everything they see, which Williams has to edit in order to cut out all the bad parts after people die so that they could preserve all their nice memories for those in mourning; this movie, which I had forgotten about until I read Mayer-Schonberger's book on the difficulties (and virtues) of forgetting in a digital age.

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