2009
DOI: 10.1108/10748120910936144
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Digital literacies for the disengaged: creating after school contexts to support boys' game‐based literacy skills

Abstract: Purpose -This paper aims to reviews the structure and format of an after school incubator program that leverages online games for literacy learning, particularly for adolescent males. It also aims to describe its dual function as both quasi-natural context and design experiment laboratory and to discuss some early findings that illustrate the kinds of literacy practices the authors are beginning to see within their homegrown community to date.Design/methodology/approach -For the past year, the authors have bee… Show more

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Cited by 65 publications
(29 citation statements)
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“…Such stories are important, as they reveal players' lived experiences and how those experiences are interpreted through the lens of individual and group values. In the after school gaming group I run as part of my research (Steinkuehler, 2008;Steinkuehler & King, 2009), we have replicated these findings and now use similar activities as a regular part of our ongoing data collection.…”
Section: Rtr Project 2 Wow Inventory Research By Vance Martin Bill supporting
confidence: 72%
“…Such stories are important, as they reveal players' lived experiences and how those experiences are interpreted through the lens of individual and group values. In the after school gaming group I run as part of my research (Steinkuehler, 2008;Steinkuehler & King, 2009), we have replicated these findings and now use similar activities as a regular part of our ongoing data collection.…”
Section: Rtr Project 2 Wow Inventory Research By Vance Martin Bill supporting
confidence: 72%
“…As the boys in the group saw how productive the novel reading could be, they eagerly began reading to inform and improve their gaming. This was a dramatic change as all of the boys self reported being nonreaders at the onset of the program (Steinkuehler & King, 2009). This demonstrates one of the implications of game-based connected learning -the pursuit of knowledge is contagious and tied to social capital.…”
Section: Incorporating Affinity Groupsmentioning
confidence: 94%
“…Recent research has highlighted the role that new literacies play in adolescents’ lives in out‐of‐school settings, where practices such as social networking (Boyd, ), video gaming (Steinkuehler & King, ), and writing fan fiction (Black, ) are commonplace. Despite these findings, school‐based literacy practices continue to focus on the consumption and production of static print texts, rather than providing students access to the multimodal, nonlinear literacy practices available in digital environments (Rhodes & Robnolt, ).…”
Section: Theoretical Frameworkmentioning
confidence: 99%