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Thesis Info
- LABS ID
- 00713
- Thesis Title
- THE ROLE OF VIDEOGAM E GLITCH IN ADULT LEARNING
- Author
- Beatriz Albuquerque
- E-mail
- bda2109 AT columbia.edu
- 2nd Author
- 3rd Author
- Degree
- Ed. D.
- Year
- 2018
- Number of Pages
- 287
- University
- Teachers College, Columbia University, New York.
- Thesis Supervisor
- Dr. Judith Burton
- Supervisor e-mail
- judithmburton AT gmail.com
- Other Supervisor(s)
- Dr. Richard Jochum
- Language(s) of Thesis
- English
- Department / Discipline
- Art & Education (Technology)
- Copyright Ownership
- Beatriz Albuquerque
- Languages Familiar to Author
- English, Portuguese and Spanish
- URL where full thesis can be found
- media-proquest-com.eduproxy.tc-library.org:2443/media/pq/classic/doc/4325755767/fmt/ai/rep/NPDF?cit%3Aauth=Albuquerque+Mendes%2C+Beatriz+Dixo+Sousa&cit%3Atitle=The+Role+of+Videogame+Glitch+in+Adult+Learning&cit%3Apub=ProQuest+Dissertations+and+The
- Keywords
- Technology, Education, Adult, Art, Education, Glitch, Learning, Videogame
- Abstract: 200-500 words
- This research investigates the responses of three individuals engaging with the Super Mario World (SMW) platform videogame glitches, and how they learned to solve the problem without formal help. This investigation was chosen because it explores connections between media literacy, critical thinking, and play in adults in the context of responding to unexpected technological errors. At the core of this study is the question of how encounters with arbitrary glitches can motivate and elicit critical thinking. Following a case study model, data were collected as the three subjects played SMW and encountered glitches. Questions regarding the (glitchy) game play experience were addressed in the first interview immediately following. The subjects were asked to create a visual essay and keep personal journals, which were gathered after 30 days, and a second interview at that time focused on the overall experience.