No Such Thing: Education in the Digital Age cover image

Learning Games Expert, Dan White

No Such Thing: Education in the Digital Age

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Evolving Participation in Gaming

This chapter examines the transformation of gaming participation and culture from the late 90s to today, highlighting the increased engagement of children with major titles like Minecraft and Fortnite. It contrasts past gaming experiences with the present, noting a decline in diversity amidst a saturation of content. The discussion also investigates the social dynamics in gaming, particularly within platforms like Roblox, and their implications for collaboration, learning, and content creation.

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