Bridging Literacies with Videogames

Bridging Literacies with Videogames
Author: Hannah R. Gerber,Sandra Schamroth Abrams
Publsiher: Springer
Total Pages: 227
Release: 2014-09-23
Genre: Education
ISBN: 9789462096684

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Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

Critical Digital Literacies Boundary Crossing Practices

Critical Digital Literacies  Boundary Crossing Practices
Author: Anonim
Publsiher: BRILL
Total Pages: 243
Release: 2021-07-05
Genre: Education
ISBN: 9789004467040

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In this volume, contributors advance the theories and praxis of Critical Digital Literacies. Aimed at literacy, teacher education, and English Education practitioners, this volume explores critical practices with digital tools, with a pronounced focus on social justice.

Videogames Libraries and the Feedback Loop

Videogames  Libraries  and the Feedback Loop
Author: Sandra Schamroth Abrams,Hannah R. Gerber
Publsiher: Emerald Group Publishing
Total Pages: 152
Release: 2021-04-22
Genre: Language Arts & Disciplines
ISBN: 9781800715059

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Offering a fresh understanding of the learning potential of youth videogaming in public libraries, and delving into research-based accounts which showcase feedback mechanisms that nurture meaningful learning, Abrams and Gerber equip readers to re-envision library programming that specifically features youth videogame play.

What Video Games Have to Teach Us About Learning and Literacy Second Edition

What Video Games Have to Teach Us About Learning and Literacy  Second Edition
Author: James Paul Gee
Publsiher: Macmillan
Total Pages: 256
Release: 2014-12-02
Genre: Education
ISBN: 9781466886421

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James Paul Gee begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition of What Video Games Have to Teach Us About Learning and Literacy, new games like World of WarCraft and Half Life 2 are evaluated and theories of cognitive development are expanded. Gee looks at major cognitive activities including how individuals develop a sense of identity, how we grasp meaning, how we evaluate and follow a command, pick a role model, and perceive the world.

Studying Gaming Literacies

Studying Gaming Literacies
Author: Anonim
Publsiher: BRILL
Total Pages: 120
Release: 2020-04-06
Genre: Education
ISBN: 9789004429840

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Organized into two sections, Studying Gaming Literacies explores the rich methodological approaches to gaming literacies scholarship as well as the possibilities of engaging in research in both classrooms and informal learning settings.

Disciplinary Literacy Connections to Popular Culture in K 12 Settings

Disciplinary Literacy Connections to Popular Culture in K 12 Settings
Author: Haas, Leslie,Tussey, Jill
Publsiher: IGI Global
Total Pages: 423
Release: 2020-11-13
Genre: Education
ISBN: 9781799847229

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Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K-12 settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K-12 Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.

Luminous Literacies

Luminous Literacies
Author: Mary Frances Rice,Ashley K. Dallacqua
Publsiher: Emerald Group Publishing
Total Pages: 361
Release: 2021-09-06
Genre: Education
ISBN: 9781800434547

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Luminous Literacies shares examples of teachers and educators using local knowledge to illustrate literacy engagement and curriculum-making through scholarly accounts of experiences in teacher preparation courses, classrooms, and other community spaces in New Mexico.

Digital Games

Digital Games
Author: Catherine Beavis,Joanne O'Mara,Lisa McNeice
Publsiher: Wakefield Press
Total Pages: 178
Release: 2012
Genre: Education
ISBN: 9781743051276

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Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people.