Polysyncretic Composing in Play: Youth Virtual Reality Gaming for STEM Learning
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| Title: | Polysyncretic Composing in Play: Youth Virtual Reality Gaming for STEM Learning |
|---|---|
| Language: | English |
| Authors: | Leah Burger, Jenifer Jasinski Schneider, James King |
| Source: | English Teaching: Practice and Critique. 2026 25(2):197-217. |
| Availability: | Emerald Publishing Limited. Howard House, Wagon Lane, Bingley, West Yorkshire, BD16 1WA, UK. Tel: +44-1274-777700; Fax: +44-1274-785201; e-mail: emerald@emeraldinsight.com; Web site: http://www.emerald.com/insight |
| Peer Reviewed: | Y |
| Page Count: | 21 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Descriptors: | STEM Education, Computer Simulation, Game Based Learning, Clubs, Preadolescents, Hispanic Americans, Blacks, Literacy, Minority Groups, Urban Areas |
| DOI: | 10.1108/ETPC-09-2025-0221 |
| ISSN: | 1175-8708 |
| Abstract: | Purpose: This study aims to present findings from a design-based research project focused on science, technology, engineering and mathematics (STEM)-oriented literacy curricula, with gaming recognized as a legitimate site of learning and expertise. The authors examine how virtual reality (VR) gaming provides youth with unique opportunities for engaging with STEM learning. Design/methodology/approach: The authors partnered with a local housing authority to create the Gamers Club. The Club curriculum was structured around phases of game development and professional roles in the gaming industry. It integrated conceptualizations of literacy and intersectional frameworks to support STEM access and STEM identity. Participants included youth of color and represented a diverse set of Latinx, Black and Afro-Caribbean identities, ages 9-11 years. Primary data included lesson slideshows, ethnographic field notes, youth products in process (graphic organizers, digital assets, prototypes), screen recordings (screen casts) of game play and composition processes and their final products. Findings: Findings show that participation in the VR Gamers Club enabled youth to engage in STEM and literacy practices through embodied interaction, collaborative problem-solving and design-oriented play. These practices legitimized youths' existing literacies in support of connected STEM learning in multiple ways. Originality/value: Gaming is a powerful site for literacy and STEM learning, creating opportunities that recognize and build on youths' existing expertise. By legitimizing gaming literacies, the Gamers Club challenges dominant narratives about what counts as valuable knowledge and participation. This approach expands possibilities for more accessible and critical forms of education across STEM, digital and AI-mediated learning environments. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1508634 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1508634 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Polysyncretic Composing in Play: Youth Virtual Reality Gaming for STEM Learning – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Leah+Burger%22">Leah Burger</searchLink><br /><searchLink fieldCode="AR" term="%22Jenifer+Jasinski+Schneider%22">Jenifer Jasinski Schneider</searchLink><br /><searchLink fieldCode="AR" term="%22James+King%22">James King</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22English+Teaching%3A+Practice+and+Critique%22"><i>English Teaching: Practice and Critique</i></searchLink>. 2026 25(2):197-217. – Name: Avail Label: Availability Group: Avail Data: Emerald Publishing Limited. Howard House, Wagon Lane, Bingley, West Yorkshire, BD16 1WA, UK. Tel: +44-1274-777700; Fax: +44-1274-785201; e-mail: emerald@emeraldinsight.com; Web site: http://www.emerald.com/insight – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 21 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22STEM+Education%22">STEM Education</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+Simulation%22">Computer Simulation</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Clubs%22">Clubs</searchLink><br /><searchLink fieldCode="DE" term="%22Preadolescents%22">Preadolescents</searchLink><br /><searchLink fieldCode="DE" term="%22Hispanic+Americans%22">Hispanic Americans</searchLink><br /><searchLink fieldCode="DE" term="%22Blacks%22">Blacks</searchLink><br /><searchLink fieldCode="DE" term="%22Literacy%22">Literacy</searchLink><br /><searchLink fieldCode="DE" term="%22Minority+Groups%22">Minority Groups</searchLink><br /><searchLink fieldCode="DE" term="%22Urban+Areas%22">Urban Areas</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1108/ETPC-09-2025-0221 – Name: ISSN Label: ISSN Group: ISSN Data: 1175-8708 – Name: Abstract Label: Abstract Group: Ab Data: Purpose: This study aims to present findings from a design-based research project focused on science, technology, engineering and mathematics (STEM)-oriented literacy curricula, with gaming recognized as a legitimate site of learning and expertise. The authors examine how virtual reality (VR) gaming provides youth with unique opportunities for engaging with STEM learning. Design/methodology/approach: The authors partnered with a local housing authority to create the Gamers Club. The Club curriculum was structured around phases of game development and professional roles in the gaming industry. It integrated conceptualizations of literacy and intersectional frameworks to support STEM access and STEM identity. Participants included youth of color and represented a diverse set of Latinx, Black and Afro-Caribbean identities, ages 9-11 years. Primary data included lesson slideshows, ethnographic field notes, youth products in process (graphic organizers, digital assets, prototypes), screen recordings (screen casts) of game play and composition processes and their final products. Findings: Findings show that participation in the VR Gamers Club enabled youth to engage in STEM and literacy practices through embodied interaction, collaborative problem-solving and design-oriented play. These practices legitimized youths' existing literacies in support of connected STEM learning in multiple ways. Originality/value: Gaming is a powerful site for literacy and STEM learning, creating opportunities that recognize and build on youths' existing expertise. By legitimizing gaming literacies, the Gamers Club challenges dominant narratives about what counts as valuable knowledge and participation. This approach expands possibilities for more accessible and critical forms of education across STEM, digital and AI-mediated learning environments. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1508634 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1508634 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1108/ETPC-09-2025-0221 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 21 StartPage: 197 Subjects: – SubjectFull: STEM Education Type: general – SubjectFull: Computer Simulation Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Clubs Type: general – SubjectFull: Preadolescents Type: general – SubjectFull: Hispanic Americans Type: general – SubjectFull: Blacks Type: general – SubjectFull: Literacy Type: general – SubjectFull: Minority Groups Type: general – SubjectFull: Urban Areas Type: general Titles: – TitleFull: Polysyncretic Composing in Play: Youth Virtual Reality Gaming for STEM Learning Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Leah Burger – PersonEntity: Name: NameFull: Jenifer Jasinski Schneider – PersonEntity: Name: NameFull: James King IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 06 Type: published Y: 2026 Identifiers: – Type: issn-electronic Value: 1175-8708 Numbering: – Type: volume Value: 25 – Type: issue Value: 2 Titles: – TitleFull: English Teaching: Practice and Critique Type: main |
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