
doi: 10.16993/dfl.164
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.
371, learning, Pedagogy, minecraft, 370, Pedagogik, L, digital communities, Education, Wenger, children, Minecraft, wenger, Educational Sciences, Utbildningsvetenskap
371, learning, Pedagogy, minecraft, 370, Pedagogik, L, digital communities, Education, Wenger, children, Minecraft, wenger, Educational Sciences, Utbildningsvetenskap
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