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Chapter 35
INTRODUCTION
It comes as no surprise that students choose activi-
ties they find pleasurable (Csikszentmihalyi, 1990;
Smith & Wilhelm, 2002) and that their personally
relevant experiences beget meaningful learning
(Dewey, 1916; Rousseau, 1911/2003). Part of the
call to bridge students’ literacies (Alvermann,
2002; Goodson & Norton-Meier, 2003; Hull, 2003;
Norton-Meier, 2005; Smith & Wilhelm, 2002) is
to sanction these personally relevant experiences
and help students connect what they learn outside
school to what they learn inside school. Doing so
inherently involves recognizing the value of stu-
dents’ outside-of-school knowledge and the forces
shaping text choice and perception. In other words,
bridging the gap requires an understanding and an
espousal of students’ traditional and multimodal
Sandra Schamroth Abrams
St. John’s University, USA
The Dynamics of Video Gaming:
Inluences Affecting Game
Play and Learning
ABSTRACT
The idea of bridging literacies has been a topic of much research and theory, and educators continue to
struggle to help students understand how their learning transcends the classroom walls. Contributing
to the discussion, this chapter focuses on factors inluencing video game learning, examining the deci-
sions and game play of eight academically struggling eleventh-grade males. Data from two related
qualitative studies suggest that direct and peripheral factors inluenced students’ game play. Findings
from these two studies are important to the discussion of educational gaming because they can inform
educators of students’ struggles and successes in learning outside the classroom. Overall, the evaluation
of students’ video gaming can provide educators insight into the affordances of this digital literacy and
issues affecting student learning outside the classroom.
DOI: 10.4018/978-1-4666-1852-7.ch035