Using activity theory to understand intergenerational play: The case of Family Quest
- 629 Downloads
- 14 Citations
Abstract
We implemented a five-week family program called Family Quest where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as a conceptual and an analytical framework to study the nature of intergenerational play, the collaborative activity between parents and children in the context of role-playing virtual game environment, and the opportunities and challenges of bringing parents and children together around an educational video game. Our analyses of five parent-child dyads revealed that the nature of intergenerational play is different for different parent-child dyads, but has positive outcomes. Implications of the study for supporting family learning and bonding through video games are discussed.
Keywords
Collaborative problem solving Informal learning environments Intergenerational play Parent-child interaction Video gamesNotes
Acknowledgments
This research was supported by grants from the John D. and Catherine T. MacArthur Foundation as part of their Digital Media and Learning initiative. We would like to thank Adam Ingram-Goble and Ellen Jameson for their design and technical support.
References
- Aarsand, P. A. (2007). Computer and video games in family life: The digital divide as a resource in intergenerational interactions. Childhood, 14, 235–256.CrossRefGoogle Scholar
- Barab, S. A., Cherkes-Julkowski, M., Swenson, R., Garrett, S., Shaw, R. E., et al. (1999). Principles of self-organization: Ecologizing the learner-facilitator system. The Journal of the Learning Sciences, 8(3&4), 349–390.CrossRefGoogle Scholar
- Crosnoe, R., & Trinitapoli, J. (2008). Shared family activities and the transition from childhood into adolescence. Journal of Research on Adolescence, 18(1), 23-48.Google Scholar
- Cole, M. (1996). Cultural psychology: A once and future discipline. Cambridge: Harvard University Press.Google Scholar
- Crick, N. R., Bigbee, M. A., & Howes, C. (1996). Gender differences in children’s normative beliefs about aggression: How do I hurt thee? Let me count the ways. Child Development, 67(3), 1003–1014.CrossRefGoogle Scholar
- Eccles, J. S., Midgley, C., Wigfield, A., Buchanan, C. M., Reuman, D., Flanagan, C., et al. (1993). Development during adolescence: The impact of stage-environment fit on young adolescents’ experiences in schools and in families. American Psychologist, 48(2), 90–101.Google Scholar
- Engeström, Y. (1987). Learning by expanding. An activity-theoretical approach to developmental research. Helsinki: Orienta-Konsultit.Google Scholar
- Gailey, C. W. (1996). Mediated messages: Gender, class, and cosmos in home video games. In P. M. Greenfield & R. R. Cocking (Eds.), Interacting with video (pp. 9–23). Norwood: Ablex.Google Scholar
- Geertz, C. (1973). The interpretation of cultures. New York: Basic Books.Google Scholar
- Goffman, E. (1981). Forms of talk. Philadelphia: University of Pennsylvania Press.Google Scholar
- Greenberg, S. (2001). Context as a dynamic construct. Human-Computer Interaction, 16(2–4), 257–268.CrossRefGoogle Scholar
- Ito, M., Baumer, S., Bittanti, M., Boyd, D., Cody, R., Herr-Stephenson, R., et al. (2010). Hanging out, messing around, and geeking out: Kids living and learning with new media. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge: MIT.Google Scholar
- Jordan, B., & Henderson, A. (1995). Interaction analysis: Foundations and practice. The Journal of the Learning Sciences, 4(1), 39–103.CrossRefGoogle Scholar
- Jorgensen, D. L. (1989). Participant observation: A methodology for human studies. Newbury Park: Sage.Google Scholar
- Kennedy, T. L. M., Smith, A., Wells, A. T., & Wellman, B. (2008). Networked families. The Pew Internet & American Life Project. Washington, DC.Google Scholar
- Lenhart, A., & Madden, M. (2005). Teens and Technology. Washington DC: Pew Internet and American Life Project.Google Scholar
- Leont’ev, A. N. (1978). Activity, consciousness, and personality. Englewood Cliffs: Prentice-Hall.Google Scholar
- Mitchell, E. (1985). The dynamics of family interaction around home video games. Special Issue: Personal computers and the family. Marriage and Family Review, 8(1–2), 121–135.Google Scholar
- Newman, D., Griffin, P., & Cole, M. (1989). The construction zone: Working for cognitive change in school. New York: Cambridge University Press.Google Scholar
- Ochs, E., Taylor, C., Rudolph, D., & Smith, R. (1992). Storytelling as a theory building activity. Discourse Processes, 15, 37–72.CrossRefGoogle Scholar
- Palfrey, J., & Gasser, U. (2008). Born digital: Understanding the first generation of digital natives. New York: Basic Books.Google Scholar
- Papert, S. (1995). The connected family: Bridging the digital generation gap. Atlanta: Longstreet.Google Scholar
- Prensky, M. (2001). Digital natives, digital immigrants. On the horizon, 9(5), 3–5.CrossRefGoogle Scholar
- Roe, K. (1998). Boys will be boys and girls will be girls’: Changes in children's media use. Communications, 23(1), 5–26.Google Scholar
- Smetana, J. G. (2005). Adolescent-parent conflict: Resistance and subversion as developmental process. In L. Nucci (Ed)., Conflict, contradiction, and contrarian elements in moral development and education (pp. 69–92). Mahwah, NJ: Erlbaum.Google Scholar
- Tapscott, D. (1998). Growing up digital: The rise of the net generation. New York: McGraw-Hill.Google Scholar
- Vygotsky, L. S. (1978). Mind in society: The development of higher psychological processes. Cambridge: Harvard University Press.Google Scholar
- Wang, R., Bianchi, S. M., & Raley, S. B. (2005). Teenagers’ Internet use and family rules: A research note. Journal of Marriage and Family, 67(5), 1249–1258.CrossRefGoogle Scholar