journal :: Oh, Y., Zhang, B., Steinkuehler, C., King, E., Chu, S., Alagoz, E., Corez, A. B., Simkins, D. (2009). Identifying protoform practices: Leadership. International Journal of Learning and Media, 1(2).

last updated: 2009-06-29 13:42:22

Abstract

A growing amount of evidence points to a literacy crisis among teenage boys in the United States. Nationally only 65 percent of all boys graduate (Greene and Winters 2006), and of those who persist, by age 17 only one in 17 can read well enough to understand information from a specialized text such as the science section of a newspaper (Thinking K-16 2001). Overall the “typical boy lags a year and one-half behind the typical girl” (Kleinfeld 2006). On the bright side, a growing body of research points to the potential of games as routes to literacy learning (Steinkuehler 2007) and, as we know, teenage boys comprise a large share of their market. If boys love games and games, under the right conditions, foster literacy, then can we use games as a way to re-engage young men in reading and writing digital and print text?

We've spent the past two years exploring this question in the context of an after-school online games-based lab using World of Warcraft [link]. We work with boys from working-class and low-income populations who are either at risk of failing literacy-related courses at school or report feeling disaffiliated with school in general. Our goal has been to tap into the boys' passion for gaming and develop a bridge toward those literacy practices that should serve them well in school and in life (Steinkuehler 2008; Steinkuehler and King 2009; Steinkuehler et al. 2008). Our approach is to homegrow a learning community where boy culture (Newkirk 2002) and gamer dispositions are nurtured and valued; these interests and dispositions then become the basis for cultivating literacy practices as a means toward their own ends.


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Authors
  • No_image_small_mask_ffffff Yoosin Oh
  • No_image_small_mask_ffffff Bei Zhang
  • No_image_small_mask_ffffff Constance Steinkuehler
  • No_image_small_mask_ffffff Elizabeth King
  • No_image_small_mask_ffffff Sarah Chu
  • No_image_small_mask_ffffff Esra Alagoz
  • No_image_small_mask_ffffff Aysegul Corez
  • No_image_small_mask_ffffff David Simkins

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Target Audience

Men/Boys
Children (6-12)
Youth (13-18)

Project Type

Technology/software product
Educational game

Project Setting

Internet

Subject Area

Informal Learning