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The 21st-Century Classroom Gamer

The 21st century has given rise to gaming industry technologies that drive a new type of learner in the classroom. This article draws data from four case studies that were conducted as part of a sequential mixed-model study. The study explored the 21st-century skills students reported learning throu...

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Bibliographic Details
Published in:Games and culture 2020-03, Vol.15 (2), p.198-223
Main Authors: Hewett, Katherine J. E., Pletcher, Bethanie C., Zeng, Guang
Format: Article
Language:English
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Summary:The 21st century has given rise to gaming industry technologies that drive a new type of learner in the classroom. This article draws data from four case studies that were conducted as part of a sequential mixed-model study. The study explored the 21st-century skills students reported learning through their video game consumption and creation of intellectual property. The qualitative data analysis led to the development of five major findings: (1) the strategist: accomplishing the mission, (2) the creator: the art of gameplay, (3) the communicator: building relationships and communities, (4) the hero: to be the hero of a great adventure, and (5) I am an “elite”: a digital native. These findings attempt to create a profile of the 21st-century classroom gamer based on the data. They represent and support research trends that explore the gaming phenomenon, gamer traits, and 21st-century skills learned through playing video games.
ISSN:1555-4120
1555-4139
DOI:10.1177/1555412018762168