Edward Rivero
Biographic Data
| ID | 201343 |
|---|---|
| NAME | Edward Rivero |
| GIVEN NAMES | Edward |
| FAMILY NAME | Rivero |
| SIGNATURE | RIVERO E |
| AFFILIATIONS | University of California, Berkeley |
| ORCID | 0000-0001-9827-3338 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 2 |
| WORKS AS AUTHOR | 8 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Gaming Literacies
This encyclopedia entry outlines various dimensions of gaming literacies that individuals can develop through their play activity. Through a sociocultural lens on play and gaming, the entry highlights how games have multiple layers of engagement, interpretation, and participation that create contexts for unique forms of literacy development. The entry draws on previous definitions of gaming literacies as “specific to gaming and domains of media p…
Examining the linguistic power of emotes
Playing with design flaws
This paper builds on prior work Ryokai and colleagues from 2022, examining youths’ design processes, perspective-taking, and collaboration with VR SandScape—a mixed-reality system combining a spatial augmented reality (SAR) sandbox with a virtual reality (VR) head-mounted display (HMD). The current case study examines how youths’ transgressive play—a form of play challenging established rules, norms, and expectations through creative manipulation…
Navigating the contradictions of AI
This study examines bilingual pre-service teachers' (PSTs) perceptions and reflections on Artificial Intelligence (AI) technologies in relation to their own biliteracy and pedagogical development. Grounded in a critical language and sociocultural literacy framework, this paper features highlights from a larger research project that examines how PSTs leverage AI to develop academic literacies, create multimodal texts, and design AI-mediated lesson…
AlgoRitmo Literacies In Gaming
This article reports on findings from a social design‐based study conducted with an intergenerational group of youth, educators and researchers participating in the Learning to Transform (LiTT) Gaming Lab. We advance the notion of AlgoRitmo Literacies, to highlight the ingenuity of youth and educators as they used a tool called Character AI to author lore emerging within a virtual city called LiTT City. We conceptualize AlgoRitmo—a play on the wo…
Children Learning by Observing and Pitching In to community endeavours in online gaming communities ( Los niños Aprenden por medio de Observar y Acomedirse a las actividades de la comunidad en los jue…
In this article, we examine how a Latinx eight-year-old child’s participation in an online gaming community supported his involvement in a way of learning termed Learning by Observing and Pitching In (LOPI). Specifically, we focus on how the way that the online gaming community was organized allowed the child to be incorporated to contribute to a range of the online gaming community’s activities. In the two examples, we reveal how the child lever…
Learning as Movement in Social Design-Based Experiments
This article addresses an approach to design-based research informed by cultural historical activity theory and ecological approaches to inquiry in which historicity, prolepsis, remediation, diversity and equity, transformability, resilience, and sustainability are organizing design principles. Social design-based experiments seek to co-design learning ecologies in which learning is made equitable and consequential for youth from nondominant comm…
Youth as historical actors in the production of possible futures
In this paper, we expand the concept of historical actors to elaborate on how transformative agency has been addressed in our work with youth from nondominant communities, particularly as they leverage digital tools. First, we revisit our work with migrant students, from which the concept arose. Next, we expand this theory by proposing four indicia of the transformative nature of becoming historical actors, and offer three empirical examples to e…
AlgoRitmo Literacies In Gaming
This article reports on findings from a social design‐based study conducted with an intergenerational group of youth, educators and researchers participating in the Learning to Transform (LiTT) Gaming Lab. We advance the notion of AlgoRitmo Literacies, to highlight the ingenuity of youth and educators as they used a tool called Character AI to author lore emerging within a virtual city called LiTT City. We conceptualize AlgoRitmo—a play on the wo…
Learning as Movement in Social Design-Based Experiments
This article addresses an approach to design-based research informed by cultural historical activity theory and ecological approaches to inquiry in which historicity, prolepsis, remediation, diversity and equity, transformability, resilience, and sustainability are organizing design principles. Social design-based experiments seek to co-design learning ecologies in which learning is made equitable and consequential for youth from nondominant comm…
Youth as historical actors in the production of possible futures
In this paper, we expand the concept of historical actors to elaborate on how transformative agency has been addressed in our work with youth from nondominant communities, particularly as they leverage digital tools. First, we revisit our work with migrant students, from which the concept arose. Next, we expand this theory by proposing four indicia of the transformative nature of becoming historical actors, and offer three empirical examples to e…
Children Learning by Observing and Pitching In to community endeavours in online gaming communities ( Los niños Aprenden por medio de Observar y Acomedirse a las actividades de la comunidad en los jue…
In this article, we examine how a Latinx eight-year-old child’s participation in an online gaming community supported his involvement in a way of learning termed Learning by Observing and Pitching In (LOPI). Specifically, we focus on how the way that the online gaming community was organized allowed the child to be incorporated to contribute to a range of the online gaming community’s activities. In the two examples, we reveal how the child lever…
AlgoRitmo Literacies In Gaming
This article reports on findings from a social design‐based study conducted with an intergenerational group of youth, educators and researchers participating in the Learning to Transform (LiTT) Gaming Lab. We advance the notion of AlgoRitmo Literacies, to highlight the ingenuity of youth and educators as they used a tool called Character AI to author lore emerging within a virtual city called LiTT City. We conceptualize AlgoRitmo—a play on the wo…
Playing with design flaws
This paper builds on prior work Ryokai and colleagues from 2022, examining youths’ design processes, perspective-taking, and collaboration with VR SandScape—a mixed-reality system combining a spatial augmented reality (SAR) sandbox with a virtual reality (VR) head-mounted display (HMD). The current case study examines how youths’ transgressive play—a form of play challenging established rules, norms, and expectations through creative manipulation…
Navigating the contradictions of AI
This study examines bilingual pre-service teachers' (PSTs) perceptions and reflections on Artificial Intelligence (AI) technologies in relation to their own biliteracy and pedagogical development. Grounded in a critical language and sociocultural literacy framework, this paper features highlights from a larger research project that examines how PSTs leverage AI to develop academic literacies, create multimodal texts, and design AI-mediated lesson…
Gaming Literacies
This encyclopedia entry outlines various dimensions of gaming literacies that individuals can develop through their play activity. Through a sociocultural lens on play and gaming, the entry highlights how games have multiple layers of engagement, interpretation, and participation that create contexts for unique forms of literacy development. The entry draws on previous definitions of gaming literacies as “specific to gaming and domains of media p…
Examining the linguistic power of emotes
Psychology (5 works) · Computer Science (4 works) · Sociology (4 works) · Artificial Intelligence (2 works) · Child Development and Digital Technology (2 works) · Digital Games and Media (2 works) · Educational Games and Gamification (2 works) · Epistemology (2 works) · Innovative Education and Learning Practices (2 works) · Mathematics education (2 works)