Steinkuelher, C. (2010). Digital literacies: Video games and digital literacies. Journal of Adolescent & Adult Literacy, 54(1), 61-63.

A short piece about video games and digital literacies, Steinkueler (2010) explains the relevance of video games in the educational world. He said “each digital medium settles into its own ecological niche” (p. 61) and provided definitions of digital literacies. Seeking to clarify the “relationship between video games and literacy, print or otherwise” (p. 61), the article provides a skeletal structure for the composition of gaming as a digital literacy.

Gaming as a form of digital literacy, and the online community of which these games are part, is a component of a larger digital literacy ecology. The author refers to this broad inter-connected ecology as a complex constellation. Fan communities provide further methods for users to dissect and decode meaning in the game progression.

The author identifies a problem of schools not embracing the potential of gaming in education, asking why educators fight bringing it into classrooms. He provides an interesting story of a boy who performed much better in literacy tests when gaming was the topic. This, although he didn’t specifically refer to it as such, is an example of interest-driven learning. Perfectly timed article for my EDU811 paper on the same subject.