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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 New York City (1)

Thursday
Apr282011

The Pay It Forward Subway Card

Given the MTA's budget woes, I'm not suggesting this thought experiment should be implemented. But I've had this thought in my head for a few years. Not sure why it's there and not sure why it won't go away, but maybe writing about it will purge it from my head. It has to do with the New York City subway system, a way to save people lots of money, if only they are willing to trust each other and be willing to absorb some costs when it comes to that.

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