Abstract

Identifying educational competencies for the 21st workplace is driven by the need to mitigate disparities between classroom learning and the requirements of workplace environments. Multiple descriptors of desired 21st century skill sets have been identified through various wide-scale studies (e.g., International Commission on Education for the 21st Century) and consistently within the context of science, technology, engineering, and mathematics (STEM) learning, the ability to problem solve, particularly complex problem-solving, remains a crucial competency. In this paper, we look at how current contemporary spaces such as the immensely popular, massively multiplayer online role-playing game(MMORPG), World of Warcraft, (WoW) afford problem-solving skill acquisition in the context of Singaporean youth learners. Given that WoW exists as a contextual space with an overarching narrativized problem to be solved, our investigation focused on two important related constructs that underpin learners’ problem-solving trajectory—learning and identity becoming within contemporary domains of technology learning. We present findings of an ethnographic investigation of one youth gamer within the affinity spaces of WoW. Moving away from traditional mentalistic construals of problem-solving, our findings indicate that problem-solving within WoW may be characterized by a triadic-D model of domain, disquisitional, and discursive practices within self, social, and structural dialectics. Theoretical considerations for broadening the understanding of a situated and embodied notion of problem-solving and identity becoming within STEM learning are proposed.

Highlights

  • Identifying educational competencies for the 21st workplace is driven by the need to mitigate disparities between classroom learning and the requirements of workplace environments

  • Wherein institutionalized learning has been very successful in equipping students with producing the “correct model” solution, the de-contextualized nature of schooling seeds incongruence between content and culture—students learn content that is framed within the culture of schooling, but whose application is oriented towards a target professional domain and its attendant complex problem paths

  • Within contemporary narrativized problem spaces such as World of Warcraft (WoW), youths are developing sophisticated competencies coupled with new cultural norms and social practices inherently disparate from that of school practices (Jamaludin, Kim, and Hung 2012)

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Summary

Introduction

Identifying educational competencies for the 21st workplace is driven by the need to mitigate disparities between classroom learning and the requirements of workplace environments. A higher degree of sociality in terms of communication, collaboration, and cognizance of oneself as another is needed to push forth optimal raiding solutions as a group These cycles of individual performances and co-evolved interactions as players make meaning and self-regulate learning in the context of technology-facilitated learning represent the central focus of our research. As learners, structure their cognitive development, construct and negotiate their identity and sense of self, and make meaning while navigating a fundamentally “problem-based” context, we aim to illuminate the problem-solving processes emerging in such technology-facilitated environments To this end, our investigation focused on two important constructs that underpin learners’ problem-solving trajectory (Anderson 1980; Jonnassen 2000)—identity becoming and cognitive development in terms of learning and appropriation. It is not surprising that the youth living in postmodern conditions are inevitably drawn to the online worlds of WoW, as the appeal of these spaces pivots around the agency of choice, strongly coupled with the socially oriented tradition of MMORPGs (Jamaludin and Chee 2011)

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