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What is Mainstream Game

Disciplinary Literacy Connections to Popular Culture in K-12 Settings
A game designed for entertainment purposes.
Published in Chapter:
Embracing Video Games for Strategic Thinking, Collaboration, and Communication Skills Practice
Katherine Joan Evelyn Hewett (Richard King High School, USA)
DOI: 10.4018/978-1-7998-4721-2.ch009
Abstract
According to the Entertainment Software Association (ESA) report, 70% of families have a child who is actively playing video games at home. This pop culture phenomenon has challenged the way teachers think about learning and engagement. This chapter explores how the nature, culture, design, mechanics, and logistics of video games shape the way classroom gamers think. It examines how video games provide a space for strategic practice, the 21st-century skills acquired, and the tools gamers use as experts. Presenting background and context to help better understand why and how video game environments develop strategic thinking, the purpose of this chapter is to encourage educators to embrace video games to harness pop culture experiences as a means to motivate students to develop 21st-century literacy practices and skills. Through the reflections and framework of a teacher's experience who is an active researcher, it also discusses how a popular mainstream video game in the classroom changed her teaching and opened her eyes to a new type of learner.
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