JOURNAL ARTICLE

The 21st-Century Classroom Gamer

Katherine J. E. HewettBethanie PletcherGuang Zeng

Year: 2018 Journal:   Games and Culture Vol: 15 (2)Pages: 198-223   Publisher: SAGE Publishing

Abstract

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.

Keywords:
Adventure HERO Video game Strategist Multimedia Sociology Computer science Management

Metrics

18
Cited By
3.75
FWCI (Field Weighted Citation Impact)
27
Refs
0.91
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Educational Games and Gamification
Social Sciences →  Psychology →  Developmental and Educational Psychology
Teaching and Learning Programming
Physical Sciences →  Computer Science →  Computer Science Applications
Digital Games and Media
Social Sciences →  Social Sciences →  Sociology and Political Science

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