Matching Items (6)
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Description
Most new first-year composition (FYC) students already have a great deal of writing experience. Much of this experience comes from writing in digital spaces, such as Facebook, Twitter, Instagram, and Pinterest. This type of writing is often invisible to students: they may not consider it to be writing at all.

Most new first-year composition (FYC) students already have a great deal of writing experience. Much of this experience comes from writing in digital spaces, such as Facebook, Twitter, Instagram, and Pinterest. This type of writing is often invisible to students: they may not consider it to be writing at all. This dissertation seeks to better understand the actual connections between writing in online spaces and writing in FYC, to see the connections students see between these types of writing, and to work toward a theory for making use of those connections in the FYC classroom. The following interconnected articles focus specifically on Facebook--the largest and most ubiquitous social network site (SNS)-- as a means to better understand students' digital literacy practices.

Initial data was gathered through a large-scale survey of FYC students about their Facebook use and how they saw that use as connected to composition and writing. Chapter 1 uses the data to suggest that FYC students are not likely to see a connection between Facebook and FYC but that such a connection exists. The second chapter uses the same data to demonstrate that men and women are approaching Facebook slightly differently and to explore what that may mean for FYC teachers. The third chapter uses 10 one-on-one interviews with FYC students to further explore Facebook literacies. The interviews suggest that the literacy of Facebook is actually quite complex and includes many modes of communication in addition to writing, such as pictures, links, and "likes." The final chapter explores the issue of transfer. While transfer is popular in composition literature, studies tend to focus on forward-reading and not backward-reaching transfer. This final chapter stresses the importance of this type of transfer, especially when looking back at digital literacy knowledge that students have gained through writing online.

While these articles are intended as stand-alone pieces, together they demonstrate the complex nature of literacies on Facebook, how they connection to FYC, and how FYC teachers may use them in their classrooms. They serve as a starting off point for discussions of effective integration of digital literacies into composition pedagogies.
ContributorsShepherd, Ryan P (Author) / Gee, Elisabeth (Thesis advisor) / Matsuda, Paul Kei (Committee member) / Rose, Shirley K. (Committee member) / Daer, Alice (Committee member) / Arizona State University (Publisher)
Created2014
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Description
The overall purpose of this study was to explore the dynamics of teaching and learning in the context of an informal, online discussion forum. This investigation utilized the Community of Inquiry (CoI) elements of Teaching Presence and Social Presence along with the construct of Learning Presence to examine Adobe® Forums,

The overall purpose of this study was to explore the dynamics of teaching and learning in the context of an informal, online discussion forum. This investigation utilized the Community of Inquiry (CoI) elements of Teaching Presence and Social Presence along with the construct of Learning Presence to examine Adobe® Forums, Photoshop® for Beginners Forum (PfBF) an internet discussion forum designed to provide support for beginning users of Adobe Photoshop. The researcher collected four days of discussion post data comprising 62 discussion threads for a total of 202 discussion posts. During this initial pilot analysis, the discussion threads were divided into posts created by members who were deemed to be acting as teachers and posts written by members acting as learners. Three analyses were conducted. First, a pilot analysis was conducted where the researcher divided the data in half and coded 31 discussion threads and a total of 142 discussion posts with the Teaching Presence, Social Presence and Learning Presence coding schemes. Second, a reliability analysis was conducted to determine the interrater reliability of the coding schemes. For this analysis two additional coders were recruited, trained and coded a small subsample of data (4 discussion threads for a total of 29 discussion posts) using the same three coding schemes. Third, a final analysis was conducted where the researcher coded and analyzed 134 discussion posts created by 24 teachers using the Teaching Presence coding scheme. At the conclusion of the final analysis, it was determined that eighteen percent (18%) of the data could not be coded using the Teaching Presence coding scheme. However, this data were observed to contain behavioral indicators of Social Presence. Consequently, the Social Presence coding scheme was used to code and analyze the remaining data. The results of this study revealed that forum members who interact on PfBF do indeed exhibit Teaching Presence behaviors. Direct Instruction was the largest category of Teaching Presence behaviors exhibited, over and above Facilitating Discussion and Design and Organization. It was also observed that forum members serving in the role of teachers exhibit behaviors of Social Presence alongside Teaching Presence behaviors.
ContributorsWilliams, Indi Marie (Author) / Gee, Elizabeth (Thesis advisor) / Olaniran, Bolanle (Committee member) / Nelson, Brian (Committee member) / Arizona State University (Publisher)
Created2014
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Description
This dissertation shares the results of a study of the community of the mobile augmented reality game Pokémon Go. It also serves to build on and expand the framework of Distributed Teaching and Learning (DTALS), which here is used as a framework through which to explore the game’s community (Gee

This dissertation shares the results of a study of the community of the mobile augmented reality game Pokémon Go. It also serves to build on and expand the framework of Distributed Teaching and Learning (DTALS), which here is used as a framework through which to explore the game’s community (Gee & Gee, 2016; Holmes, Tran, & Gee, 2017).  DTALS serves to expand on other models which examine learning in out-of-school contexts, and in particular on the connections between classroom and out-of-school learning, which numerous scholars argue is of critical importance (Sefton-Green, 2004; Vadeboncoeur, Kady-Rachid, & Moghtader, 2014). This framework serves to build bridges as well as fill gaps in some key literature on learning in out-of-school contexts, including connected learning (Ito et al., 2009), participatory culture (Jenkins, Purushotma, Weigel, Clinton, & Robison, 2009), learning ecologies (Barron, 2006), and affinity spaces (Gee, 2004; Gee & Hayes, 2012). The model also focuses on teaching in addition to learning in and across informal contexts.

While DTALS can be used to examine any number of phenomena, this dissertation focuses on the community around Pokémon Go. The game, with its emphasis on geography and community, presents unique opportunities for research. This research draws on existing video game research which focuses on not only games but their communities, and in particular the learning and literacy activities which occur in these communities (Gee & Hayes, 2012; Hayes & Duncan, 2012; Squire, 2006; Steinkuehler, 2006).

The results here are presented as three separate manuscripts. Chapter Two takes a broad view of a local community of players, and discusses different player types and how they teach and learn around the game. Chapter Three focuses on families who play the game together, and in particular three focal parents who share their perceptions of the game's merits, especially its potential to promote family bonding and learning. Chapter Four discusses teaching, in particular guides written about the game and the ways in which they are situated in particular Discourses (Gee, 2014). Finally, Chapter Five offers implications from these three chapters, including implications for designers and researchers as well as calls for future research.
ContributorsTran, Kelly Michaela (Author) / Gee, Elisabeth R (Thesis advisor) / Gee, James P (Committee member) / Serafini, Frank (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Among researchers, educators, and other stakeholders in literacy education, there has been a growing emphasis on developing literacy pedagogies that are more responsive to the ways young people experience literacy in their everyday lives, which often make use of digital media and other technologies for exchanging meaning. This dissertation project

Among researchers, educators, and other stakeholders in literacy education, there has been a growing emphasis on developing literacy pedagogies that are more responsive to the ways young people experience literacy in their everyday lives, which often make use of digital media and other technologies for exchanging meaning. This dissertation project sought to explore the nature of these digital-age literacies in the context of children learning through and about new technologies. Conducting a year-long, multimethod observational study of an out-of-school library-based program designed to engage students in self-directed learning around the domain of computer programming, this project was framed around an analysis of digital-age literacies in design, discourse, and practice. To address each of these areas, the project developed a methodology grounded in interpretive, naturalistic, and participant-observation methodologies in collaboration with a local library Code Club in a metropolitan area of the Southwestern U.S between September 2016 and December 2017. Participants in the project included a total of 47 students aged 8-14, 3 librarians, and 3 parents. Data sources for the project included (1) artifactual data, such as the designed interfaces of the online platforms students regularly engaged with, (2) observational data such as protocol-based field notes taken during and after each Code Club meeting, and (3) interview data, collected during qualitative interviews with students, parents, and library facilitators outside the program. These data sources were analyzed through a multi-method interpretive framework, including the multimodal analysis of digital artifacts, qualitative coding, and discourse analysis. The findings of the project illustrate the multidimensional nature of digital-age literacy experiences as they are rendered “on the screen” at the content level, “behind the screen” at the procedural level, and “beyond the screen” at the contextual level. The project contributes to the literature on literacy education by taking an multi-method, interdisciplinary approach to expand analytical perspectives on digital media and literacy in a digital age, while also providing an empirical account of this approach in a community-embedded context of implementation.
ContributorsAguilera, Earl (Author) / Gee, Elisabeth R (Thesis advisor) / Gee, James P (Committee member) / Serafini, Frank (Committee member) / Arizona State University (Publisher)
Created2018
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Description
As interest in making and STEM learning through making and tinkering continue to rise, understanding the nature, process, and benefits of learning STEM through making have become important topics for research. In addition to understanding the basics of learning through making and tinkering, we need to understand these activities, examine

As interest in making and STEM learning through making and tinkering continue to rise, understanding the nature, process, and benefits of learning STEM through making have become important topics for research. In addition to understanding the basics of learning through making and tinkering, we need to understand these activities, examine their potential benefits, and find out ways to facilitate such learning experiences for all learners with resources that are readily available. This dissertation is a study of children’s learning while tinkering inspired by the Educational Maker Movement. It is motivated by the projects that children playfully create with broken toys, art and craft resources, and other found objects, and the connections of such activities to learning. Adopting a sociocultural lens this dissertation examines eight to twelve-year-olds’ learning while tinkering in collaboration with friends and family, as well as on their own.

Using a case study methodology and studying interactions and transactions between children, materials, tools, and designs this study involves children learning while tinkering over a week-long workshop as well as over the summer in the Southwest. The three hallmarks of this study are, first, an emphasis on sociocultural nature of the development of tinkering projects; second, an emphasis on meaning making while tinkering with materials, tools, and design, and problem-solving; and third, an examination of the continuation of tinkering using newly acquired tools and skills beyond the duration of the workshop. In doing so, this dissertation contributes to the ongoing discussion of children’s playful tinkering, how and why it counts as learning, and STEM learning associated with tinkering. Implications for future learning and the ways in which tinkering connects to children’s everyday fabric of activities are considered.
ContributorsParekh, Priyanka (Author) / Gee, Elisabeth R (Thesis advisor) / Zuiker, Steven (Committee member) / Jordan, Michelle (Committee member) / Arizona State University (Publisher)
Created2018
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Description
This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have

This dissertation is about videogames. It is also about teaching, and the ways videogame design represents good teaching. However, this dissertation is not about videogames alone. It makes broad claims about teaching in- and out-of-schools in the 21st Century. Over the last few decades many scholars have been impressed by the rich forms of learning going on out-of-school. In particular, the emergence of digital and social media has fueled interest in informal learning while often ignoring or effacing the critical role of teaching. Indeed, the term “informal learning” is common while the term “informal teaching” barely exists. At the same time, the learning sciences have made progress on understanding how learning works based on empirical evidence of how the mind operates. While this research is not well implemented in many of our schools, it is well represented in much out-of-school learning (such as in videogames). This dissertation argues that there is a body of evidence germane to good teaching, that many learning principles celebrated today in out-of-school learning are actually teaching principles, and that good videogames can give us insights into how teaching can work as a form of design with or without games. The dissertation then develops a model of distributed teaching and learning systems which involve designed- and emergent organization of various teaching and learning “sites”. Finally, the dissertation looks at the rhetorical function of teaching in building a “deliberate learner,” one whose goal is not simply to know and do things, but to become a certain type of person committed to new ways with words, forms of interaction, and values. Rhetoric, teaching, learning, and design of all sorts have been set free from institutions and turned loose into a market place of ideas and sites. In the face of this market place we need to engage in discussions about who we want to be, who we want others to be, and what world we want all of us to live in. These discussions will center not just on “truth”, but on values as well—which is exactly where, in a high-risk imperiled world, they should be centered.
ContributorsHolmes, Jeffrey Brandon (Author) / Gee, James (Thesis advisor) / Gee, Elisabeth (Committee member) / Goggin, Peter (Committee member) / Arizona State University (Publisher)
Created2016