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Children’s Out-of-School Learning in Digital Gaming Communities Cover

Children’s Out-of-School Learning in Digital Gaming Communities

By:   
Open Access
|May 2021

Abstract

The aim of this study is to investigate children’s out-of-school learning in digital gaming communities. This was achieved by exploring girls’ participation in Minecraft communities. Data were generated through interviews, video-recorded play sessions and video-stimulated recall. Multimodal interactional analysis was applied in order to analyze children’s mediated actions. The components of Wenger’s Social Theory of Learning were used as a basis when exploring learning in children’s out-of-school digital gaming communities. Five significant themes of what characterizes learning in digital gaming communities were identified: learning through experiencing, learning through belonging, learning through performing, learning through struggling and learning through enacting participatory identities. The main findings are presented in a tentative conceptual framework that can support teachers, school leaders and policymakers who are interested in connecting children’s out-of-school learning experiences with their learning in school.
DOI: https://doi.org/10.16993/dfl.164 | Journal eISSN: 2001-7480
Language: English
Page range: 8 - 19
Submitted on: Aug 24, 2020
Accepted on: Mar 29, 2021
Published on: May 28, 2021
Published by: Stockholm University Press
In partnership with: Paradigm Publishing Services

© 2021 Marina Wernholm, published by Stockholm University Press
This work is licensed under the Creative Commons Attribution 4.0 License.