A white woman with dark hair and glasses stands in front of a wall with several words in 3d on it. The word 'BOOK' is centered over her head.
Kimberly Hirsh in front of the wall of words at
Planet Word Museum in Washington, DC

Hi there! I'm Kimberly Hirsh. My pronouns are she/ her/hers. I'm somebody's mom. I work as a school librarian. I have a PhD in information and library science. I love to read, play tabletop and video games, and make things. I used to perform in theater and improv comedy and I may one day again. I have been extremely online since 1993 and still enjoy tinkering on the web. I manage multiple chronic illnesses. I'm married to my kid's dad. We have a cat.

Want to get in touch? You can reach me by email.

Recent posts

Kow, Y. M., Young, T., & Tekinbaş, K. S. (2014). Crafting the metagame: Connected learning in the Starcraft II community. Digital Media and Learning Research Hub.

Kow and colleagues describe a study of StarCraft II, a real-time strategy game, and the community surrounding it. They selected the game “as a research site because of its intellectual demands, academic relevance, and networked peer support driving players to strive to learn and achieve higher levels of gaming skills” (p. 5). They wanted to understand “both the design and uptake of the game within the context of connected learning” (p. 5), so they interviewed both players and members of the game-development team. They found that players and developers both brought up learning in the interviews.

They found that StarCraft II is a learning environment in which many features of connected learning are present:

    • Competition
    • Production
    • Peer-support
    • Interest-powered learning
    • Community
    • Openly-networked supports, provided both my the designers of the game and the community of players
    • Social interaction and expertise that translates across contexts (home, school, public IRL, online)
They found that “several design features of the game…. enable both the competitive and productive practices at play within the community” and that participation in the game “offers participants a chance to develop soft skills that seem highly relevant to future work environments, characterized by constant competition and nonstop learning” (p. 43).
“...at the core of learning that takes place within StarCraft II is a model in which players are connected by media content developed by players themselves, using the game editing tools or other social network tools, as well as an active and peer-supported social network.” (p. 5)
“...continuous participation within an ecosystem of technology-centered learning circles can help deepen the participants’ expertise and social skills.” (p. 43)
“Players can move at their own pace, take advantage of a diverse set of resources created by other players, and are invited to contribute their own knowledge and expertise.” (p. 44).