Bridging Literacies With Videogames

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Bridging Literacies with Videogames

Author : Hannah R. Gerber,Sandra Schamroth Abrams
Publisher : Springer
Page : 210 pages
File Size : 50,5 Mb
Release : 2014-09-23
Category : Education
ISBN : 9789462096684

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Bridging Literacies with Videogames by Hannah R. Gerber,Sandra Schamroth Abrams Pdf

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

Author : Anonim
Publisher : BRILL
Page : 243 pages
File Size : 45,6 Mb
Release : 2021-07-05
Category : Education
ISBN : 9789004467040

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Critical Digital Literacies: Boundary-Crossing Practices by Anonim Pdf

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

Author : Sandra Schamroth Abrams,Hannah R. Gerber
Publisher : Emerald Group Publishing
Page : 152 pages
File Size : 44,6 Mb
Release : 2021-04-22
Category : Language Arts & Disciplines
ISBN : 9781800715059

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Videogames, Libraries, and the Feedback Loop by Sandra Schamroth Abrams,Hannah R. Gerber Pdf

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

Author : James Paul Gee
Publisher : Macmillan
Page : 256 pages
File Size : 48,6 Mb
Release : 2014-12-02
Category : Education
ISBN : 9781466886421

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What Video Games Have to Teach Us About Learning and Literacy. Second Edition by James Paul Gee Pdf

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

Author : Anonim
Publisher : BRILL
Page : 120 pages
File Size : 50,5 Mb
Release : 2020-04-06
Category : Education
ISBN : 9789004429840

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Studying Gaming Literacies by Anonim Pdf

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

Author : Haas, Leslie,Tussey, Jill
Publisher : IGI Global
Page : 423 pages
File Size : 46,5 Mb
Release : 2020-11-13
Category : Education
ISBN : 9781799847229

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Disciplinary Literacy Connections to Popular Culture in K-12 Settings by Haas, Leslie,Tussey, Jill Pdf

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

Author : Mary Frances Rice,Ashley K. Dallacqua
Publisher : Emerald Group Publishing
Page : 361 pages
File Size : 40,9 Mb
Release : 2021-09-06
Category : Education
ISBN : 9781800434547

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Luminous Literacies by Mary Frances Rice,Ashley K. Dallacqua Pdf

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

Author : Catherine Beavis,Joanne O'Mara,Lisa McNeice
Publisher : Wakefield Press
Page : 178 pages
File Size : 52,9 Mb
Release : 2012
Category : Education
ISBN : 9781743051276

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Digital Games by Catherine Beavis,Joanne O'Mara,Lisa McNeice Pdf

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.

Conducting Qualitative Research of Learning in Online Spaces

Author : Hannah R. Gerber,Sandra Schamroth Abrams,Jen Scott Curwood,Alecia Marie Magnifico
Publisher : SAGE Publications
Page : 233 pages
File Size : 54,6 Mb
Release : 2016-03-17
Category : Social Science
ISBN : 9781483333830

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Conducting Qualitative Research of Learning in Online Spaces by Hannah R. Gerber,Sandra Schamroth Abrams,Jen Scott Curwood,Alecia Marie Magnifico Pdf

Qualitative researchers have grappled with how online inquiry shifts research procedures such as gaining access to spaces, communicating with participants, and obtaining informed consent. Drawing on a multimethod approach, Conducting Qualitative Research of Learning in Online Spaces explores how to design and conduct diverse studies in online environments. Authors Hannah R. Gerber, Sandra Schamroth Abrams, Jen Scott Curwood, and Alecia Marie Magnifico focus on formal and informal learning practices that occur in evolving online spaces. The text shows researchers how they can draw upon a variety of theoretical frameworks, methodological approaches, and data sources. Examples of qualitative research in online spaces, along with guiding questions, support readers at every phase of the research process.

Negotiating Place and Space through Digital Literacies

Author : Damiana G. Pyles,Ryan M. Rish,Julie Warner
Publisher : IAP
Page : 333 pages
File Size : 44,5 Mb
Release : 2019-05-01
Category : Education
ISBN : 9781641134859

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Negotiating Place and Space through Digital Literacies by Damiana G. Pyles,Ryan M. Rish,Julie Warner Pdf

Digital literacy practices have often been celebrated as means of transcending the constraints of the physical world through the production of new social spaces. At the same time, literacy researchers and educators are coming to understand all the ways that place matters. This volume, with contributors from across the globe, considers how space/place, identities, and the role of digital literacies create opportunities for individuals and communities to negotiate living, being, and learning together with and through digital media. The chapters in this volume consider how social, cultural, historical, and political literacies are brought to bear on a range of places that traverse the urban, rural, and suburban/exurban, with emphasis placed on the ways digital technology is used to create identities and do work within social, digital, and material worlds. This includes agentive work in digital literacies from a variety of identities or subjectivities that disrupt metronormativity, urban centrism (and other -isms) on the way to more authentic engagement with their communities and others. Featuring instances of research and practice across intersections of differences (including, but not limited to race, class, gender, sexuality, ability, and language) and places, the contributions in this volume demonstrate the ways that digital literacies hold educative potential.

Serious Play

Author : Catherine Beavis,Michael Dezuanni,Joanne O'Mara
Publisher : Taylor & Francis
Page : 234 pages
File Size : 49,8 Mb
Release : 2017-05-08
Category : Education
ISBN : 9781134979042

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Serious Play by Catherine Beavis,Michael Dezuanni,Joanne O'Mara Pdf

Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.

Research Anthology on Game Design, Development, Usage, and Social Impact

Author : Management Association, Information Resources
Publisher : IGI Global
Page : 2034 pages
File Size : 50,8 Mb
Release : 2022-10-07
Category : Computers
ISBN : 9781668475904

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Research Anthology on Game Design, Development, Usage, and Social Impact by Management Association, Information Resources Pdf

Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.

Games and Education: Designs in and for Learning

Author : Anonim
Publisher : BRILL
Page : 238 pages
File Size : 54,8 Mb
Release : 2018-11-26
Category : Education
ISBN : 9789004388826

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Games and Education: Designs in and for Learning by Anonim Pdf

We live in a time of educational transformations towards more 21st century pedagogies and learning. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologist and researchers interested in changing educational practices.

Reconceptualizing the Writing Practices of Multilingual Youth

Author : Youngjoo Yi
Publisher : Routledge
Page : 128 pages
File Size : 46,5 Mb
Release : 2021-04-26
Category : Education
ISBN : 9781000407709

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Reconceptualizing the Writing Practices of Multilingual Youth by Youngjoo Yi Pdf

Focusing on adolescent multilingual writing, this text problematizes the traditional boundaries between academic writing in school contexts and self-initiated writing outside of the formal learning environment. By reconceptualizing the nature of adolescent multilingual writing, the author establishes it as an interdisciplinary genre and a key area of inquiry for research and pedagogy. Organized into six chapters, Reconceptualizing the Writing Practices of Multilingual Youth provides an in-depth examination of the writing practices of multilingual youth from sociocultural and social practice perspectives. Drawing on first-hand research conducted with young people, the text questions the traditional dichotomy between academic writing and non-formal equivalents and proposes a symbiotic approach to exploring and cultivating the connections between in- and out-of-school literate lives. By highlighting a bidirectional relationship between formal and informal writing, the text advocates for writing instruction that helps adolescents use writing for entertainment, identity construction, creative expression, personal well-being, and civic engagement, as well as helps them learn to navigate future literacies that we cannot imagine or predict now. This much-needed text will provide researchers and graduate students with a principled overview and synthesis of adolescent multilingual writing research that is significant yet underexplored in applied linguistics, TESOL, and literacy studies.

Young Children’s Play Practices with Digital Tablets

Author : Isabel Fróes
Publisher : Emerald Group Publishing
Page : 154 pages
File Size : 49,7 Mb
Release : 2019-07-29
Category : Computers
ISBN : 9781787567054

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Young Children’s Play Practices with Digital Tablets by Isabel Fróes Pdf

The ebook version of this title is Open Access, thanks to Knowledge Unlatched funding, and is freely available to read online. This book presents how sets of tablet play characteristics shape children's current digital playgrounds.