Ben Devane
Biographic Data
| ID | 3750844 |
|---|---|
| NAME | Ben Devane |
| GIVEN NAMES | Ben |
| FAMILY NAME | Devane |
| SIGNATURE | BEN DEVANE |
| AFFILIATIONS | University of Wisconsin–Madison |
| ORCID | 0000-0002-7000-2867 |
| VERIFIED | Yes |
| TOTAL WORKS | 5 |
| TOTAL CITATIONS | 23 |
| WORKS AS AUTHOR | 5 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2005 |
| LATEST PUBLICATION YEAR | 2019 |
| H-INDEX | 3 |
Designing for identity in game-based learning
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
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
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
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
Designing Centers of Expertise for Academic Learning Through Video Games
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
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
From users to designers
Designing Centers of Expertise for Academic Learning Through Video Games
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
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
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
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)