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Digital Communities and Videogames As Educational Tools in Participatory Culture
Digital Communities and Videogames As Educational Tools in Participatory Culture
2, 2013 145
Laura Méndez
Faculty of Psychology,
Open University (UNED),
Calle Juan del Rosal, 10 Madrid-28040, Spain
E-mail: lmendez@psi.uned.es
1 Introduction
This paper shows how a social network (Play and Learn) and a commercial video game
(The Sims 3) become educational instruments supporting new forms of literacy and
reflection when introduced in a high school classroom. The rationale for this work relates
to the search for educational innovation by creating scenarios that present new forms of
communication mediated by certain digital technologies, specifically online
communication environments and video games. The presence of digital tools in the
classroom itself does not generate an innovative process. Some of these instruments
become sources of power for human activities, for emerging and cultural practices
organised by the goals according to which people use these tools. To analyse these
practices as part of a formal educational context, mediated by digital instruments and the
goals of people using them, the first step is to transform schools and bring them closer to
real life outside.
First, we chose social networks and video games as educational tools was due to them
being present in the everyday life of young people and they can be tuned into a bridge to
make connections between what people learn in and out the classroom. Second, it was
important to contribute to the training of people to be critical towards new media, video
games being one of them; people have to be active participants, capable of reconstructing
their messages and constructing knowledge from them. Third, we have taken the concept
of participatory culture, understanding that people must be considered not only as
recipients of messages, but also as producers for new and global audiences.
From this perspective, the general purpose of this study is to design educational
contexts where social networks and new media, in particular video games, facilitate the
development of new literacies in the context of participatory culture. Two specific aims
are proposed: First, to explore the transformation of a social network, created in the
school and moderated by the teacher, on an online community of gamers, where the
knowledge of the game is distributed among all participants; second, to examine how
youth’s participation in these online environments empowers specific discourses related
to the consciousness of the video game’s rules and problem solving processes arising
from the game.
Digital communities and videogames as educational tools 147
This paper is organised in the following parts. The first one is the theoretical
framework, focusing on the concept of digital learning contexts. The methodology
section focuses on an ethnographical approach and on how data were collected and
analysed. The results obtained from the conversations’ analysis, in the classroom and in
an online environment, show how communicative practices conducted in a formal
educational environment are transformed. The conclusions allow us to reflect on the
significance of these changes and also on the limitations of the study and the possible
future research derived from it.
Young people not only spend their free time playing video games, but are also present in
social networks, forums and chat rooms. These elements are present in virtual
environments and contribute to generate a participatory culture. This paper introduces
these digital scenarios in the school considering two elements: Firstly, video games,
generating ideas and specific ways of thinking; secondly, social networks and online
communities that allow us to share these reflections. Such elements are considered
educational tools that facilitate the acquisition of new literacies. Specific concepts that
served as starting point for defining the theoretical model behind this experience are
shown in Figure 1.
Figure 1 Digital communities and videogames in educational contexts (see online version
for colours)
First, we understand social networks and online communities as a framework from which
we explore media education as a form of participatory culture. These virtual scenarios
allow young people to participate by becoming producers of new types of discourse
(Jenkins et al., 2009). Second, in these digital settings students talk, think and produce
texts about video games, a particular semiotic domain, using the terms of Gee (2003).
Adopting his perspective, we analyse how students express their thoughts about the game
in relation to its internal grammars; moreover, we explore classroom conversations and
online social relationships, considering that both of them relate to external grammars of
the game. The consciousness of the internal grammars becomes easier when external
grammars are considered as educational tools, in this case conversations in the classroom,
social networks and online communities. Finally, new forms of literacy are examined, as
148 L. Méndez et al.
related to the grasp of consciousness of oral and audio visual discourses, as much as to
the conscious control of the rules and the problem solving strategies related to the game.
one or other of these two extremes. At least three characteristics differentiate these two
social contexts, focusing now in social networks. First, knowledge is distributed over the
network; authors seem to be dissolved in the community. Second, the distribution of
knowledge is associated with social roles played by participants in the network; hence
distribution also means sharing the division of labour. Third, the fact that well-defined
personalities are diluted in the network will result in the removal barriers which are also
intergenerational. Finally, those who usually teach hold a certain social power, not
always explicit, but helping to shape social relationships.
Let us now see what a community is. Those who have tried to provide an answer to
this agree that people belong to a group with shared values, goals and behaviours. There
are three defining characteristics regarding this concept. First, there is a sense of
membership, which does not exclude differences among its members, but accepts that
they help to improve the quality of interactions and products that come from it. Second,
in a community there is an interaction similar to ‘face to face’, organised around
everyday and common goals. If they do not exist, interaction cannot occur. Thirdly, the
community is a group capable of reflecting on itself; this community is ‘self-reflective’.
Finally, a community is related to the concept of participation in joint ventures that give
meaning to their activities.
We can go back to Fiore’s (2007) ideas to insist on a new dimension that
differentiates community networks, especially significant in this work. He refers to the
role of discourse in each of them:
“At every moment, boundaries and identities of community are reaffirmed
through language and communication so that communication inside
communities can be visualized as a centripetal force that channels the new
knowledge production vertically. On the other hand, communication inside
networks develops along divergent lines and ends up bridging different
universes of meaning to generate new paths of meaning; it can be visualized as
a centrifugal force that makes the new knowledge production develop
horizontally” (p.860).
To sum up, according to these authors, horizontality in the construction of meaning
prevails on communities, which takes place collectively, whereas networks are all about
individualisation.
of knowledge that takes place inside and outside the classrooms. The thinking processes
present when people play video games are tied to experiences of goal-oriented action in
the material, social and cultural world. Furthermore, these experiences are not just related
to abstract concepts, but also to something somewhat more similar to dynamic images
tied to a perception of the world and of their own body’s internal states and feelings.
Therefore, those who learn to play a video game learn a new semiotic domain.
Whoever plays must learn to think according to certain rules. Some of them are specific
to each game and others are common to all of them. Most include complex and elaborate
worlds in which the action takes place, and whether they are similar to real world
scenarios or purely imaginative. In a way, this is a new form of literacy, which takes
place in a time that is clearly marked by the dominance of audiovisual languages. The
school cannot remain indifferent; teachers have to consider the educational principles
underlying the practice and design of these new discourses to incorporate them into their
teaching.
3 Methods
In this paper, research is understood as a situated activity, that locates the observer in the
world, as immersed in the processes of meaning’s constructing (Denzin and Lincoln,
152 L. Méndez et al.
4 Results
The main result of the discourse analysis process was related to the transformation of the
online social space. According to the Fiore’s (2007) distinction, at first, the forum was a
social network and later became an online community.
At the beginning of Session 4, when the virtual social space was created, and
considering the social relationships among the participants, it was observed that the
teacher’s role was to guide, encourage and lead student participation. This moment had a
limited duration and a restricted number of posts (4 days/13 posts). During the first days,
the teenagers individually answered to a question posed by the teacher. As we said
before, her main goal was that the students could develop their English writing skills.
Later on, the forum activity was extended for a month, greatly increasing student
involvement. Their posts answered to different goals, even though the teacher was not
directing and organising the forum. It was no longer about developing writing skills in a
foreign language, but rather, it answered to the students’ need for sharing meanings about
the game. As we can see in this analysis, as the days progressed, the students gained
leadership and the teacher’s intervention decreased to become invisible.
Figure 3 summarises these two moments, how the forum was transformed from a
social network to become an online community (Fiore, 2007). This helped develop
literacy skills, which focuses on the awareness of semiotic domain of the game or what
Gee (2003) defined as internal grammar.
Figure 3 Participation in the forum and approaches to the game (see online version for colours)
“Hello everyone. Now we can start talking about The Sims 3. You’ve already
created your own avatars. What is your avatar like? Why did you create it that
way? See you on Monday. Good luck.” (The teacher. 01.04.2011. 14:05)
This entry is related to the same educational goal that she expressed in a previous
interview with the research team. At that time, she explained in an interview with the
researchers that her main goal was related to the foreign language curriculum: students
must develop specific skills to make descriptions and fictional narratives. Besides, she
wanted the students to be able to argue and justify their decisions and opinions in written
form. In the first moment, the teacher took the role of guide and host of the forum. With
her intervention, she imposed an educational goal, which determined the students'
intervention. For this reason, students self-corrected their written expression in order to
meet the academic requirements to write correctly in English.
“Sorry, I want to say ‘when’ and not that symbol” (White. 01.04. 2011. 15:35)
“Sorry, I wrote ‘oly’, and I want to say only.” (Cee2a. 03.04.2011. 19:44)
We observe two interesting aspects to define this forum as a social network. The first one
relates to how participation is organised. The teacher and her students were related
asymmetrically. Individuals were more important than the group as a whole and the
teacher was the only audience. The second one refers to the contents of the messages.
Most of them responded to the request made by the teacher, asking for descriptions of
their avatars and interesting thoughts about the game. However, they are individual
interventions (no Q&A): although there was not a shared construction of knowledge yet,
some posts helped the students to approach specific elements of the game.
food are finish. I went to the supermarket and now we has food but we didn’t
know how eat because the Sims didn’t eat. Is it necessary that the Sims has to
learn to cook or there are a option to eat without knowing how to cook?”
(Miguel. 2ª 04/04/2011 18:47)
This message, written on the fourth day, is an important turning point. When the teacher
asked, Michael answered by introducing several personal ideas about some of the rules of
the game, but considering the previous contributions of the students. He complains, as
others do, that the Sims do not speak a recognisable language. Being one of the features
of this game, in his opinion it affects the actions of the players: “that speak a estrange
language that anyone can understand and were better if the Sims speak my language and
can understand.” Just as in the early moments of the forum, this student is approaching
the game rules from his individual gamer’s perception but considering the previous
answer.
There are two relevant aspects that distinguish this message from others that appear in
the forum. First, the reference to the message of other students: It’s very entertaining but
has estranged thinks like the thinks that said Sergio, Fran and Viaduct; and second, the
question posed to other players: food but we didn’t know how eat because the Sims
didn’t eat?
These two elements prove that this becomes an online community (Fiore, 2007). The
audience of the message is not just the teacher, as it was in previous interventions. In
addition, practices are shared within the network, but also outside it, in the classroom:
“the Sims of my group doesn’t eat.” In addition, he is confident that the experience of
other peers can help to solve the problem. This post marks the beginning of an interesting
transformation of the forum. It becomes a specific context of communication where
participants share meanings and collectively become aware of specific discourses of the
game.
From this moment onwards, the forum is not just a school practice, it becomes a
social practice. Individuals have less importance than the social group; even the presence
of the teacher was dissolved among the other participants. This change encourages
students to discover the features that characterise the internal grammar of the game (its
structure and rules) and to take more control of specific elements of this digital medium
(the challenges and strategies to address them).
In the next section, we will see how creating a network community within the school
facilitates the acquisition of new literacies. This is an online conversation, a process
focused on the development of secondary discourses (Gee, 2010b) associated with
learning practices and processes of awareness of such practices.
“Hello!! I think that the game is good but I think that it could be more realistic,
with more thinks to create and make. The thing that I don’t like is that the Sims
get sick so fast and the box where are the faces get in red. The last day when
we were playing, in my group, in a moment all the Sims were red and was so
stressful...” (Patry. 06/04/2011. 20:19)
A student’s (Patry) online dialogue begins by describing her experience and outlines the
actions and limitations she had to manage with their characters. The conversation begins
when she expresses her opinion about the game. She highlights the difficulties
encountered to perform actions similar to those carried out in the real world (“but I think
that it could be more realistic).” Moreover, her text refers to how the creatures are beyond
her control: The last day when we were playing, in my group, in a moment all the Sims
were red and was so stressful. Patry does not know why this happens; she ignores some
key elements to understand the game.
Further along the dialogue, other classmates are following the conversation
introducing similar ideas. Finally, one of the students (Walls, his real name being Sergio)
replied by agreeing with his companions. He had the same experience. He can’t avoid his
characters becoming ill and dying either:
“Hello! I think the same that Monica and Patricia. They get ill very quickly.
Now I don’t like the game because my opinion is that we don’t play to get
funny. We play to get alive our Sims because every day that we play my Sim is
red and he is at the limit of death. One question that I have is ... when they are
under stress what can I do to relax them????????? Thank you.” (Walls.
07/04/2011. 20:47)
However, unlike his companions, Walls (Sergio) believes that failing in getting the
characters to relax and stay alive makes the game not fun. This idea raises the
relationship between the problem of the ‘death of the characters’ and the principle of
playability and being fun (Bogost, 2007). In this case, the lack of knowledge of the
material structure and rules that organise the virtual world of the game makes it lose one
of the key features of the Sims: the fact that players can immerse themselves in virtual
reality and transform it. Although his reflection goes a little further than his companions’,
he still cannot figure out why this happens and how to avoid it. The rule remains hidden.
He ends his message by looking for support from more experienced colleagues and by
introducing a question: “when they are under stress what can I do to relax them?????????
Thank you.” This intervention evidences one of the main elements of a virtual
community based on cooperation, solidarity, support and reciprocity. To this request for
help, another student replies:
“Hi Sergio, to relax them you have to go to bed and sleep.” (Cee2a.
07/04/2011. 21:07)
The rule of the game is visible in this game, the principle that determines the behaviour
of the characters; they must put the characters to bed and get them to sleep if they want
them not to die. This conversation is an example of how to create an online community in
the school, focusing on the relationship between students and with minimal presence of
the teacher. Participation in this online community provides a collective awareness of the
rules of the game. Participating in this practice helps students to learn the game as a
specific semiotic domain, not only as skilled gamers but also as people who participate
by interacting with each other and being conscious of the rules of the game.
160 L. Méndez et al.
4.2.2 Defining the challenge and looking for the solution together
In the previous section, we saw how community members were building a common
understanding of the rules of the game. Now, we will discuss other conversations to show
how gamers perceive complex problems during the game. It is not only to find their rules,
but also to face more complex problems that require combining different rules. When
players face specific problems presented in the game, they have to choose between
several ways of addressing them. Throughout their interventions, boys and girls put in
common alternatives to find the solution. They pose hypotheses from past experiences
and share it during the game. Participation in the online community facilitates the
collective consciousness of the best strategies to overcome challenges.
Now, the conversation begins with the intervention of a student asking for help to
solve one of the challenges of the game: he does not know how his avatar, an adult, can
get a job. This is one of the possible goals of the game and an important element for the
construction of the fictional world. To do this, he asks clearly to their peers for the most
appropriate strategies to achieve this goal:
“Hello to all people!!! I have a question, how can I put an adult person to
work? Thanks.” (Pablo. ESO 08/04/2011 17:55)
Several students answered to this request for help. Each of their interventions reflects a
different approach to the problem and to the strategies for solving it. These approaches
are complementary and help to build a new and shared representation of the problem and
its solution. This is an example:
“Pablo, if you want to take a job in the city there are some buildings to take a
job such us policeman or the opposite, a villain I think that if you put the top
view there are different options in the left down of the screen. I don’t know
what options are, but I think that one of those have to be of buildings to do
job.” (mesa2a. ESO 09/04/2011 09:45)
The intervention begins dimensioning the problem: for a character to work, he/she needs
to find a job first. Once the goal is explicit, someone refers to specific elements offered
by the game to find work: the buildings. Some of them, like the police station, are linked
to police work and its opposite (thieves). Finally, someone just offers a hypothesis on
possible actions to solve the problem related to the operators that offer the game: the
options menu at the bottom of the screen: “I think that if you put the top view there are
different options in the left down of the screen.” These actions have to do with specific
decisions that allow the player to take specific steps to achieve the goal. If we analyse
this fragment, considering the strategies offered to solve the problem, we can say that we
have a proximity strategy. There is an advance towards the solution, but giving a simple
explanation and undeveloped. The solution comes in two steps: first, to approach the
buildings and, second, to choose an option from the menu.
5 Conclusions
with video games, helps to create innovative educational settings to facilitate new forms
of expression and collaboration. Second, it is assumed that young people should develop
literacy skills in new media. To achieve this goal we assume, following Gee (2007), that
new literacies involve deciphering these miotic domains of new media. Interpreting these
domains is not only about decoding their language (words, images, sounds, animations,
etc.), but also interpreting heir grammars:
1 the internal grammar, which is related to the mechanics and rules of the game
2 the external grammar, defined by the shared practices of the players, in this case
participating in an online conversation.
Based on these ideas, we designed an experience developed in two stages. First, the
classroom where students and their teacher played, talked and thought orally with The
Sims 3. In addition to this, the online conversational environment (forum) was created.
The most relevant results emerging from the analysis of what happened in that
environment show its transformation. Following the contributions of Fiore (2007), we
understand that the situation evolved from a social network, in which individual
contributions are important, and became an online community in which the group was
predominant. Participation made it easier for students to approach the discourse and the
rules of the game and enhance the new literacy training process. These results suggest
that when common practices among young people associated with virtual environments
are introduced into the classroom, it is easier to overcome the traditional idea of a literacy
centred on oral or written language. We believe that the schools of the21st century cannot
forego incorporating scenarios that facilitate digital literacy.
This study has some limitations. First, social networking and gaming were introduced
in the school by the teacher and the researchers. Even though they are designed for
entertainment, it was a school context, and this fact certainly affects the perception that
students have of these digital tools. For that reason, it could be hard to explain how to
transfer what they learned in school to everyday contexts. Second, the activities goals do
not always match those of all participants in the study. It will be difficult to build
innovative and sustainable educational environments. It is necessary, therefore, to
continue working in the search for the processes that may contribute to these goals to be
shared.
Here are the directions for future research implied by the study. The investigation on
video games and online communication could be extended to entertainment everyday
contexts, looking also for how people become critical viewers and active participants in
these settings. The focus can be extended to other simulation games such as Sims City
Creator. Also, a new line of research can explore how video games interact with other
digital media, and how new forms of communication emerge supported by audiovisual
discourses.
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