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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

Figures & Tables

Figure 1

Components of Wenger’s Social Theory of Learning, 1998/2008, p. 5.

Table 1

Overview of the participants and length of interviews.

Participants (age)Interviews minutesRecording
Anna (12)Creator/Competitor53Audio recorded
Amelia (13)Creator/Competitor
Sabina (9)Creator55Video recorded
Nellie (9)Creator
Stina (9)Creator
Total108
Table 2

Overview of the participants and generated data in the creating community.

Participants in a community (age)Play session 1Video-stimulated recall interviewPlay Session 2 (+iPad)Video-stimulated recall (+iPad)Video-stimulated recall (+iPad)
Sabina (9)X (GoPro)XX
Stina (9)XX (GoPro)X (GoPro)
Nellie (9)X (GoPro)X (GoPro)
ResearcherXXX
Minutes434452*3 = 1564039
Table 3

An illustrative example of the analytical tool.

Extra columnPractice – knowledge is located in the actions and the participants have their own experience of practice.
(see Table. 4)Participation: can be traced to when they engage directly in activities and conversationsReification: can be traced to when they produce physical and conceptual artefacts – words, concepts, stories, tools, constructions and other forms of reification – reflecting their shared experienceExperience: can be traced to when there is a reflected change in how they actCompetence: can be traced in the ability to perform certain actions, in the expressions of certain pieces of information or in the mastery of certain skills
Sabina and Stina start to build their houses. A difference can be noted in how they construct the foundations of their houses. Sabina has constructed a foundation that looks like a platform. Stina just start to build the walls.
Stina: I’m a slow builder
Sabina: Yes I’ve noticed that
(play-session)
Anna and Amelia use the abbreviation PVP when they describe what they usually do. When I ask what PVP stands for, they do not know. But they what it means – to fight.Amelia explains: If I do something that makes me lose a life, then I think about it next time. That I cannot act in the same way, instead I have to come up with another way of doing it. (group interview)Nellie explains that they are good at different things and that she is the best at constructing things with electricity. Meanwhile, Stina and Sabina are better at coming up with ideas. Nellie says: They have NEVER started to build something using electricity, they just expect me to do it (video-stimulated recall)
Table 4

Empirical data illustrating grit.

Showing interestTrainingHaving goalsFailingBeing persistent
Anna motivates why they did not give up, although they kept losing their games: It was still fun!
Stina says: I love Minecraft! I play at least an hour every day!
Sabina has trained a lot and finally learnt how to construct the kind of roofs that her older brother builds: I don’t want to have a flat roof, I want it to look as a real roof (defining the goal). She describes in detail how she now builds roofs.Anna and Amelia define their goal with playing as: “to be better at fighting”.
Sabina defines her goal: “I have always wanted a YouTube channel and record when I’m playing Sims and Minecraft. But I think you have to be 15”.
Sabina built a house, without knowing that she was using dynamite: The house somehow caught fire and then the whole house blew up! Now I don’t use dynamite when building houses.Amelia describes how happy she was after winning their first game: We had been playing for about a month without winning. We didn’t give up!
Figure 2

Illustrating the fence. Photo: Marina Wernholm.

Figure 3

QR code of a videoclip illustrating problem solving. Film: Marina Wernholm.

Figure 4

Five components that characterize learning in children’s out-of-school digital gaming communities. Designed by: Marina Wernholm.

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.