Streamers as Arts Educators: Exploring Their Streaming Approaches as Pedagogical Practices

IF 2.4 2区 文学 Q1 COMMUNICATION Games and Culture Pub Date : 2024-08-22 DOI:10.1177/15554120241271981
Ahu Yolac, Laura J. Hetrick
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Abstract

In this paper, we focus on video game streaming and content creation as educationist or pedagogical practices where viewers can learn through the streamers’ unintentional approaches of constructivism, the Zone of Proximal Development (ZPD), and emergent curriculum. We posit that online gaming streaming services create and support informal learning spaces within virtual communities as communities of practice and that they need to be considered more closely from a scholarly perspective. We begin with a cursory overview of online content creation and streaming in general, then transition to brief backgrounds on two specific sites, before exploring gaming streamers’ various actions and approaches. We then delineate three pedagogical concepts that we as educators immediately recognize when viewing streamers’ actions from an educationist lens. We conclude with suggestions that arts educators can learn from streamers’ unintentional approaches as well as what streamers could learn from arts educators’ intentional and purposeful pedagogical practices.
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作为艺术教育者的流媒体工作者:探索他们作为教学实践的流媒体方法
在本文中,我们将视频游戏流媒体和内容创作作为教育或教学实践的重点,观众可以通过流媒体无意中采用的建构主义、近端发展区(ZPD)和新兴课程等方法进行学习。我们认为,在线游戏流媒体服务在作为实践社区的虚拟社区中创造并支持非正式学习空间,因此需要从学术角度对其进行更深入的研究。我们首先粗略概述了在线内容创建和流媒体的总体情况,然后简要介绍了两个特定网站的背景,最后探讨了游戏流媒体的各种行为和方法。然后,我们划分了三个教学概念,作为教育工作者,我们从教育家的视角审视流媒体的行为时,可以立即识别出这三个概念。最后,我们提出了艺术教育工作者可以从游戏流媒体无意的做法中学到的建议,以及游戏流媒体可以从艺术教育工作者有意识、有目的的教学实践中学到的建议。
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来源期刊
Games and Culture
Games and Culture Multiple-
CiteScore
7.20
自引率
7.10%
发文量
54
期刊介绍: Games and Culture publishes innovative theoretical and empirical research about games and culture within the context of interactive media. The journal serves as a premiere outlet for groundbreaking and germinal work in the field of game studies. The journal"s scope includes the sociocultural, political, and economic dimensions of gaming from a wide variety of perspectives, including textual analysis, political economy, cultural studies, ethnography, critical race studies, gender studies, media studies, public policy, international relations, and communication studies.
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