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What Videogame Making Can Teach Us About Literacy and Learning: Alternative Pathways into Participatory Culture

January 1, 2007 | Media and Technology
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content. We report on an ongoing ethnographic study that documents youth producing video games in a community design studio. We illustrate how video game making can provide a context for addressing issues of participation, transparency and ethics.

TEAM MEMBERS

  • KylieHeadshot 2018 enhanced
    Author
    University of California, Los Angeles
  • Yasmin Kafai
    Author
    University of California, Los Angeles
  • Citation

    Publication Name: Digital International Games Research Association Proceedings
    Resource Type: Reference Materials
    Discipline: Computing and information science | Education and learning science | Engineering | Literacy | Technology
    Audience: Elementary School Children (6-10) | Middle School Children (11-13) | Youth/Teen (up to 17) | Educators/Teachers | Museum/ISE Professionals
    Environment Type: Media and Technology | Games, Simulations, and Interactives

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