An analysis of the social, technical, and culture facets of the Playstation 3 game LittleBigPlanet 2 shows that the game engages with many of the tenets of connected learning — a way of connecting learning with a young person’s interests — and complicates some of its assertions. A MacArthur-supported case report examines the popular video game that allows players to create their own costumes, games, and worlds and finds that player demographic differences, among other factors, can enable and constrain learning opportunities. 

Digital Media & Learning, Education, Technology, United States, Youth