We spent more than ten years discovering video games, learning to play, conversing with their designers and distributors, and working in the classrooms with boys, girls, young people, and teachers.
We organize workshops with boys, girls, and teachers to introduce commercial video games at school. They are cultural objects and instruments of learning. We collaborate with Electronic Arts in this task, and the result can still be seen on the project’s WEB site, which is worth keeping on file. The presence in schools, supported by the principles of ethnography and action research, had its core in the organization of these workshops.
Participants are a group of boys and girls from primary or secondary education, together with their teacher. It takes place through two-hour weekly sessions during two or three months. In each session people discusses the proposed the tasks, and took decisions jointly, together with the research team.
We define the workshops as innovative settings where new technologies went hand in glove with other more consolidated ones. The workshop created opportunities for girls and boys to acquire new skills related to digital literacy.
There were video games, the Internet, and blogs, and other digital tools, (for example cameras and video cameras) which helped to educate the children in the use of multiple communication codes. The interaction between these technologies enhanced the opportunities each resource was offering.