article

Becoming a (Virtual) Skateboarder: Communities of Practice and the Design of E-Learning

Author

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.

Keywords:

How to Cite: Hayes, H. R. (2005) “Becoming a (Virtual) Skateboarder: Communities of Practice and the Design of E-Learning”, Adult Education Research Conference. 1(2005).