This article explores the ways “gamification” can play a role in adolescents' development of vocabulary. Gamification involves the application of game‐design thinking and play elements to non‐game activities, such as routine homework or classroom lessons. Drawing upon data from in‐school and after‐school settings, the authors examine how eleventh grade students' use of adaptive online resources helped to support differentiated learning and improved understanding of vocabulary in context. Not only did students enjoy the adaptive and independent practices associated with a gamified approach to learning vocabulary, they also became more aware of their own word knowledge and developed a nuanced understanding of language.
Digital literacies play a foundational role in the rhythm and pattern of our lives, yet debates continue about how to harness them for educational purposes. In an effort to humanize digital literacies, this column provides a venue for research and practical applications that depict technology use as part of the fabric of being human. This particular article, “Emotionally Crafted Experiences: Layering Literacies in Minecraft,” focuses on the ways that emotion transcends the screen and helps students layer their meaning making. As such, the Digital Literacy column will help educators reconceptualize the ways that children learn with technology, media, and new communication systems. It honors educator success stories and burning questions and issues, and it reimagines literacy futures.
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