Abstract
An analysis of a popular video game is used to illustrate how digital technologies can be used to provide learners with an experience of moving from novice to expert in a distinctive, though virtual, community of practice.
Creative Commons License
This work is licensed under a Creative Commons Attribution-Noncommercial 4.0 License
Recommended Citation
Hayes, H. R.
(2005).
Becoming a (Virtual) Skateboarder:
Communities of Practice and the Design of E-Learning.
Adult Education Research Conference.
https://newprairiepress.org/aerc/2005/roundtables/11
Becoming a (Virtual) Skateboarder: Communities of Practice and the Design of E-Learning
An analysis of a popular video game is used to illustrate how digital technologies can be used to provide learners with an experience of moving from novice to expert in a distinctive, though virtual, community of practice.