This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.
It has become popular in recent years to talk about 'identity' as an aspect of engagement with technology - in virtual environments, in games, in social media and in our increasingly digital world. But what do we mean by identity and how do our theories and assumptions about identity affect the kinds of questions we ask about its relationship to technology and learning? Constructing the Self in a Digital World takes up this question explicitly, bringing together authors working from different models of identity but all examining the role of technology in the learning and lives of children and youth.
PowerPoint has become an integral part of academic and professional life across the globe. In this book, Hubert Knoblauch offers the first complete analysis of the PowerPoint presentation as a form of communication. Knoblauch charts the diffusion of PowerPoint and explores its significance as a ubiquitous and influential element of contemporary communication culture. His analysis considers the social and intellectual implications of the genre, focusing on the dynamic relationships between the aural, visual and physical dimensions of PowerPoint presentations, as well as the diverse institutional contexts in which these presentations take place. Ultimately, Knoblauch argues that the parameters of the PowerPoint genre frames the ways in which information is presented, validated and absorbed, with ambiguous consequences for the acquisition and transmission of knowledge. This original and timely book is relevant to scholars of communications, sociology and education.
How do people organize their body movement and talk when they interact with one another in the material world? How do they coordinate linguistic structures with bodily resources (such as gaze and gesture) to bring about coherent and intelligible courses of action? How are physical settings, artifacts, technologies and non-linguistic sign-systems implicated in social interaction and shared cognition? This volume brings together advanced work by leading international scholars who share video-based research methods that integrate semiotic, linguistic, sociological, anthropological and cognitive science perspectives with detailed, microanalytic observations. Collectively they provide a coherent framework for analyzing the production of meaning and the organization of social interaction in the complex and heterogeneous settings that are characteristic of modern life. Embodied Interaction is indispensable for anyone interested in the study of language and social interaction. This volume
Drawing on the field of cultural historical psychology and the sociologies of skill and labour process, Contested Learning in Welfare Work offers a detailed account of the learning lives of state welfare workers in Canada as they cope, accommodate, resist and flounder in times of heightened austerity. Documented through in-depth qualitative and quantitative analysis, Peter Sawchuk shows how the labour process changes workers, and how workers change the labour process, under the pressures of intensified economic conditions, new technologies, changing relations of space and time, and a high-tech version of Taylorism. Sawchuk traces these experiences over a seven-year period that includes major work reorganisation and the recent economic downturn. His analysis examines the dynamics between notions of de-skilling, re-skilling and up-skilling, as workers negotiate occupational learning and changing identities.
The internet has dramatically transformed social space and time for many people in many different contexts. This dramatic warping of the social fabric has happened slowly over time as digital technologies have evolved and internet speeds have increased. While we are all aware of these changes, the impact is often little understood. There are few monographs about social groups made possible by the internet, and even fewer about educational communities made possible through digital technologies. Inside Mathforum.org details the ways that digital media are used to enhance the practices that teachers and students of mathematics engage in. The book also shows how different kinds of mathematical conversations and interactions become possible through the digital media. Unlike many other educational uses of digital media, the Math Forum's community has provided online resources and sustained support for teachers and students, and it leads the way in showing the power of digital media for
This book explores alternative ways to consider the relationship between mathematics and the material world. Drawing on the philosophy of Gilles Châtelet and the post-humanist materialism of Karen Barad, the authors present an 'inclusive materialist' approach to studying mathematics education. This approach offers a fresh perspective on human and nonhuman bodies, challenging current assumptions about the role of the senses, language, and ability in teaching and learning mathematics. Each chapter provides empirical examples from the classroom that demonstrate how inclusive materialism can be applied to a wide range of concerns in the field. The authors analyze recent studies on students' gestures, expressions, and drawings in order to establish a link between mathematical activity and mathematical concepts. Mathematics and the Body expands the landscape of research in mathematics education and will be an essential resource for teachers, students, and researchers alike.
This book portrays one day in the communicative life of the owner of an auto repair-shop in Texas. He walks, looks, points, shows and explains engines, makes sense by gesture, speaks, manages, makes his life-world, and in the process reproduces social structures and himself as individual. Self-Making Man is the first comprehensive study of a communicating person; it reveals socially shared and personal practices, as well as improvisational actions by which a person inhabits and makes sense of the world with others. After decades of discussion on embodiment, this study is the first to investigate one body in its full range of communicative activities. Grounded in phenomenology and committed to the methodological rigor of context analysis and conversation analysis, Self-Making Man departs radically from contemporary research practice: it shows that, to take embodiment in human interaction seriously, we must conceive of it as individuation and organic, self-sustaining life: as
Drawing upon field studies conducted in 1978, 1980 and 2001 with the Oksapmin, a remote Papua New Guinea group, Geoffrey B. Saxe traces the emergence of new forms of numerical representations and ideas in the social history of the community. In traditional life, the Oksapmin used a counting system that makes use of twenty-seven parts of the body; there is no evidence that the group used arithmetic in prehistory. As practices of economic exchange and schooling have shifted, children and adults unwittingly reproduced and altered the system in order to solve new kinds of numerical and arithmetical problems, a process that has led to new forms of collective representations in the community. While Dr Saxe's focus is on the Oksapmin, the insights and general framework he provides are useful for understanding shifting representational forms and emerging cognitive functions in any human community.
Building Virtual Communities examines how learning and cognitive change are fostered by online communities. Contributors to this volume explore this question by drawing on their different theoretical backgrounds, methodologies, and personal experience with virtual communities. Each chapter discusses the different meanings of the terms community, learning, and change. Case studies are included for further clarification. Together, these chapters describe the building out of virtual communities in terms that are relevant to theorists, researchers, and practitioners. The chapters provide a basis for thinking about the dynamics of Internet community building. This includes consideration of the role of the self or individual as a participant in virtual community, and the design and refinement of technology as the conduit for extending and enhancing the possibilities of community building in cyberspace. Building Virtual Communities will interest educators, psychologists, sociologists, and
In the 1970s, Xerox pioneered the involvement of social science researchers in technology design and in developing better ways of working. The Xerox legacy is a hybrid methodology that combines an ethnographic interest in direct observation in settings of interest with an ethnomethodological concern to make the study of interactional work an empirical, investigatory matter. This edited volume is an overview of Xerox's social science tradition. It uses detailed case studies showing how the client engagement was conducted over time and how the findings were consequential for business impact. Case studies in retail, production, office and home settings cover four topics: practices around documents, the customer front, learning and knowledge-sharing, and competency transfer. The impetus for this book was a 2003 Xerox initiative to transfer knowledge about conducting ethnographically grounded work practice studies to its consultants so that they may generate the kinds of knowledge
This volume is the first reader on video games and learning of its kind. Covering game design, game culture and games as twenty-first-century pedagogy, it demonstrates the depth and breadth of scholarship on games and learning to date. The chapters represent some of the most influential thinkers, designers and writers in the emerging field of games and learning - including James Paul Gee, Soren Johnson, Eric Klopfer, Colleen Macklin, Thomas Malaby, Bonnie Nardi, David Sirlin and others. Together, their work functions both as an excellent introduction to the field of games and learning and as a powerful argument for the use of games in formal and informal learning environments in a digital age.
The authors in this 2000 collection use Vygotsky's cultural-historical theory of human development to frame their analyses of schooling, with particular emphasis on the ways in which literacy practices are mediated by social interaction and cultural artifacts. This volume extends Vygotsky's cultural-historical theoretical framework to embrace nuances of learning and development that are influenced by culture as instantiated through the experiences of race, ethnicity, and language variation. Rather than seeking to provide definitive answers to social questions using Vygotsky's core principles, the authors wrestle with educational problems through the mediation of Vygotsky's theory. In doing so, they both sharpen their focus on the problems and speak back to Vygotsky, helping to extend the foundation of his work to address modern problems. This collection serves as a form of collaborative inquiry that itself will stimulate further consideration of these topics.
Drawing on research conducted mostly in Catalonia (Spain), Moisès Esteban-Guitart outlines a distinct vision of education enhanced by students' identities, which leads to a discussion of the sociocultural factors that shape the processes of learning. He brings these ideas to life by examining traits of a mobile-centric society, the present-day ecology of learning, and his three metaphors of learning (connecting knowledge, connecting minds, and connecting communities). He then suggests a number of basic principles regarding learning for the twenty-first century based on prior literature in the learning sciences. He presents the terms 'funds of identity' and 'meaningful learning experiences', and reviews the funds of knowledge approach and the Vygotskian basis for understanding identity. In the second part of the book, he illustrates a number of strategies for detecting students' funds of identity and their meaningful learning experiences, and describes some practical experiences based
The field of educational research lacks a methodology for the study of learning that does not begin with humans, their aims, and their interests. The Materiality of Learning seeks to overcome this human-centered mentality by developing a novel spatial approach to the materiality of learning. Drawing on science and technology studies (STS), Estrid Sørensen compares an Internet-based 3D virtual environment project in a fourth-grade class with the class's work with traditional learning materials, including blackboards, textbooks, notebooks, pencils, and rulers. Taking into account pupils' and teachers' physical bodies, Professor Sørensen analyzes the multiple forms of technology, knowledge, and presence that are enacted with the materials. Featuring detailed ethnographic descriptions and useful end-of-chapter summaries, this book is an important reference for professionals and graduate or postgraduate students interested in a variety of fields, including educational studies, educational
Drawing upon field studies conducted in 1978, 1980 and 2001 with the Oksapmin, a remote Papua New Guinea group, Geoffrey B. Saxe traces the emergence of new forms of numerical representations and ideas in the social history of the community. In traditional life, the Oksapmin used a counting system that makes use of twenty-seven parts of the body; there is no evidence that the group used arithmetic in prehistory. As practices of economic exchange and schooling have shifted, children and adults unwittingly reproduced and altered the system in order to solve new kinds of numerical and arithmetical problems, a process that has led to new forms of collective representations in the community. While Dr Saxe's focus is on the Oksapmin, the insights and general framework he provides are useful for understanding shifting representational forms and emerging cognitive functions in any human community.
It has become popular in recent years to talk about 'identity' as an aspect of engagement with technology - in virtual environments, in games, in social media and in our increasingly digital world. But what do we mean by identity and how do our theories and assumptions about identity affect the kinds of questions we ask about its relationship to technology and learning? Constructing the Self in a Digital World takes up this question explicitly, bringing together authors working from different models of identity but all examining the role of technology in the learning and lives of children and youth.
Rational thinking as exemplified in mathematical cognition is immensely important in the modern world. This book documents how a group of three eighth-grade girls developed specific group practices typical of such thinking in an online educational experience. A longitudinal case study tracks the team through eight hour-long sessions, following the students' meaning-making processes through their mutual chat responses preserved in computer logs coordinated with their geometric actions. The examination of data focuses on key areas of the team's development: its effective team collaboration, its productive mathematical discourse, its enacted use of dynamic-geometry tools, and its ability to identify and construct dynamic-geometry dependencies. This detailed study of group cognition serves as a paradigmatic example of computer-supported collaborative learning, incorporating a unique model of human-computer interaction analysis applied to the use of innovative educational technology. A