
In this section, you'll look at how videogames have become a "push" technology. You'll also discover how they have become social learning spaces. The idea of Big 'D' vs. Small 'd' discourses in games is also discussed in addition to the blurring of the boundaries between the virtual and the real.
Finally, you'll look at how learning has gone global with virtual worlds and how the literacy practices in these worlds has gone from consumers to producers.

Reading
Cognition and Literacy in Massively Multiplayer Online Games by C. Steinkuehler (PDF)

Key Information

Activities
- Activity 5-C-1: Specialist Language in RuneScape
- Activity 5-C-2: Gamer Revolution Episode 2 Parts 1 & 2