Urban Culture and Constructing Video Games

In this paper we propose that combining urban culture with individual video game artifact creation leads to increased engagement in the instruction of computer programming to primary school students. Recent studies have examined the use of Scratch, a programming language developed by the LifeLong Kindergarten Group at the MIT Media Lab, with urban elementary school students as they design artifacts with urban cultural references and integrate these elements into their computer programming projects (Maloney, et al., 2008; Kafai, et al., 2007). Additional studies have examined the use of video game design and development to create individual interactive meaning-making spaces (Robison, 2008). In our proposed study fifth grade students develop their own video game artifacts through the combination of storyboards; game mechanics, design and development instruction; and computer programming lessons. Level of engagement is measured based on the frequency and complexity of Simple and Complex Conditional Statements (Fadjo et al., 2009a) implemented within the subjects’ video game artifacts.

[1]  Telecommunications Board Being Fluent with Information Technology , 1999 .

[2]  Cameron L. Fadjo,et al.  Embodied Cognition and Video Game Programming , 2008 .

[3]  K. Peppler,et al.  From SuperGoo to Scratch: exploring creative digital media production in informal learning , 2007 .

[4]  Mitchel Resnick,et al.  Programming by choice: urban youth learning programming with scratch , 2008, SIGCSE '08.

[5]  Alice J. Robison,et al.  The Design is the Game: Writing Games, Teaching Writing , 2008 .

[6]  Cameron L. Fadjo,et al.  Instructional Embodiment and Video Game Programming in an After School Program , 2009 .

[7]  Mitchel Resnick,et al.  Scratch: A Sneak Preview , 2004 .

[8]  Yasmin B. Kafai,et al.  High Tech Programmers in Low-Income Communities: Creating a Computer Culture in a Community Technology Center , 2007 .

[9]  David J. Malan,et al.  Scratch for budding computer scientists , 2007, SIGCSE.

[10]  Ronah Harris,et al.  Surrogate Embodiment, Mathematics Instruction and Video Game Programming , 2009 .

[11]  James Paul Gee,et al.  What video games have to teach us about learning and literacy , 2007, CIE.

[12]  Mitchel Resnick,et al.  Some reflections on designing construction kits for kids , 2005, IDC '05.

[13]  D. Gentile Pathological Video-Game Use Among Youth Ages 8 to 18 , 2009, Psychological science.

[14]  Allan Collins,et al.  Design Issues for Learning Environments. , 1993 .

[15]  Seymour Papert,et al.  Mindstorms: Children, Computers, and Powerful Ideas , 1981 .

[16]  M. Resnick Rethinking Learning in the Digital Age , 2002 .

[17]  Katie Salen,et al.  Gaming literacies: A game design study in action , 2007 .

[18]  Marc Prensky,et al.  Don't bother me, Mom, I'm learning! , 2006 .

[19]  John B. Black,et al.  Games and (preparation for future) learning , 2009 .

[20]  Jocelyn Wishart,et al.  Ed-Media: World Conference on Educational Multimedia, Hypermedia & Telecommunications , 2008 .