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Ben Devane

Biographic Data

ID3750844
NAMEBen Devane
GIVEN NAMESBen
FAMILY NAMEDevane
SIGNATUREBEN DEVANE
AFFILIATIONSUniversity of Wisconsin–Madison
ORCID0000-0002-7000-2867
VERIFIEDYes
TOTAL WORKS5
TOTAL CITATIONS23
WORKS AS AUTHOR5
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2005
LATEST PUBLICATION YEAR2019
H-INDEX3
  • Designing for identity in game-based learning

    Matthew J Gaydos, Matthew Gaydos et al.•ARTICLE•Mind Culture and Activity•2019

    Games for learning often aim to change players’ identities (e.g., helping students be more like scientists, urban planners, or empowered problem solvers). An alternative approach to changing player identity is to design games that better account for the nested identities of students as players. We use a “nexus of identification” framework to interpret student gameplay and suggest an alternative approach to educational game design that accounts fo…

  • Beyond the Screen

    Benjamin Devane, Ben Devane•ARTICLE•Mind Culture and Activity•2014

    Drawing on data from a 3-year ethnographic research study of CivWorld, a game-based learning community for youth, this article argues for an ecological view of identity and learning with games rather than a model focused predominantly on in-game roles. This analysis investigates an 8-year-old participant in the community named Salim as he moves toward game-play mastery over a 6-month period. It employs ethnographic discourse analysis and position…

  • Designing Centers of Expertise for Academic Learning Through Video Games

    Kurt Squire, Kurt D Squire et al.•ARTICLE•Theory Into Practice•2008•Cited by: 10•References: 6

    Schools appear to be facing a crisis of engaging secondary students in meaningful learning. Many are recognizing that the learning principles embodied in computer and video games reflect the best theories of cognition, yet are underutilized as an educational resource. This article suggests an alternative model for game-based learning outside of schools. Drawing on case studies of youth participating in a year-long program, it describes an approac…

  • The Meaning of Race and Violence in Grand Theft Auto

    Open Access•Ben Devane, Kurt Squire et al.•ARTICLE•Games and Culture•2008•Cited by: 10•References: 17

    This research study investigates how youths actually play Grand Theft Auto: San Andreas and what meanings they make from it. This study finds that players use their own experiences and knowledge to interpret the game-they do not passively receive the games' images and content. The meanings they produce about controversial subjects are situated in players' local practices, identities, and discourse models as they interact with the game's semiotic …

  • From users to designers

    Open Access•Kurt Squire, Levi Giovanetto et al.•ARTICLE•TechTrends•2005•Cited by: 3•References: 8

  • Designing Centers of Expertise for Academic Learning Through Video Games

    Kurt Squire, Kurt D Squire et al.•ARTICLE•Theory Into Practice•2008•Cited by: 10•References: 6

    Schools appear to be facing a crisis of engaging secondary students in meaningful learning. Many are recognizing that the learning principles embodied in computer and video games reflect the best theories of cognition, yet are underutilized as an educational resource. This article suggests an alternative model for game-based learning outside of schools. Drawing on case studies of youth participating in a year-long program, it describes an approac…

  • The Meaning of Race and Violence in Grand Theft Auto

    Open Access•Ben Devane, Kurt Squire et al.•ARTICLE•Games and Culture•2008•Cited by: 10•References: 17

    This research study investigates how youths actually play Grand Theft Auto: San Andreas and what meanings they make from it. This study finds that players use their own experiences and knowledge to interpret the game-they do not passively receive the games' images and content. The meanings they produce about controversial subjects are situated in players' local practices, identities, and discourse models as they interact with the game's semiotic …

  • From users to designers

    Open Access•Kurt Squire, Levi Giovanetto et al.•ARTICLE•TechTrends•2005•Cited by: 3•References: 8

  • From users to designers

    Open Access•Kurt Squire, Levi Giovanetto et al.•ARTICLE•TechTrends•2005•Cited by: 3•References: 8

  • Designing Centers of Expertise for Academic Learning Through Video Games

    Kurt Squire, Kurt D Squire et al.•ARTICLE•Theory Into Practice•2008•Cited by: 10•References: 6

    Schools appear to be facing a crisis of engaging secondary students in meaningful learning. Many are recognizing that the learning principles embodied in computer and video games reflect the best theories of cognition, yet are underutilized as an educational resource. This article suggests an alternative model for game-based learning outside of schools. Drawing on case studies of youth participating in a year-long program, it describes an approac…

  • The Meaning of Race and Violence in Grand Theft Auto

    Open Access•Ben Devane, Kurt Squire et al.•ARTICLE•Games and Culture•2008•Cited by: 10•References: 17

    This research study investigates how youths actually play Grand Theft Auto: San Andreas and what meanings they make from it. This study finds that players use their own experiences and knowledge to interpret the game-they do not passively receive the games' images and content. The meanings they produce about controversial subjects are situated in players' local practices, identities, and discourse models as they interact with the game's semiotic …

  • Beyond the Screen

    Benjamin Devane, Ben Devane•ARTICLE•Mind Culture and Activity•2014

    Drawing on data from a 3-year ethnographic research study of CivWorld, a game-based learning community for youth, this article argues for an ecological view of identity and learning with games rather than a model focused predominantly on in-game roles. This analysis investigates an 8-year-old participant in the community named Salim as he moves toward game-play mastery over a 6-month period. It employs ethnographic discourse analysis and position…

  • Designing for identity in game-based learning

    Matthew J Gaydos, Matthew Gaydos et al.•ARTICLE•Mind Culture and Activity•2019

    Games for learning often aim to change players’ identities (e.g., helping students be more like scientists, urban planners, or empowered problem solvers). An alternative approach to changing player identity is to design games that better account for the nested identities of students as players. We use a “nexus of identification” framework to interpret student gameplay and suggest an alternative approach to educational game design that accounts fo…

Computer Science (5 works) · Educational Games and Gamification (5 works) · Psychology (5 works) · Digital Games and Media (4 works) · Mathematics education (3 works) · Sociology (3 works) · Aesthetics (2 works) · Human–computer interaction (2 works) · Innovative Teaching and Learning Methods (2 works) · Multimedia (2 works)

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