Studying Gaming Literacies 2020
DOI: 10.1163/9789004429840_005
|View full text |Cite
|
Sign up to set email alerts
|

Digital Literacy Practices for a Gaming Generation

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
1
0

Year Published

2020
2020
2024
2024

Publication Types

Select...
2

Relationship

0
2

Authors

Journals

citations
Cited by 2 publications
(2 citation statements)
references
References 0 publications
0
1
0
Order By: Relevance
“…Although a significant amount of research indicates the value that video games have for education and teaching and learning practices (e.g., Engerman et al, 2020;Squire, 2003;Turcotte et al, 2018), playing video games is often viewed as an isolated endeavor by students in the course. As such, this lesson introduced Makey Makey as a technology that shifts the act of playing a video game to a more collaborative endeavor.…”
Section: Development Rationalementioning
confidence: 99%
“…Although a significant amount of research indicates the value that video games have for education and teaching and learning practices (e.g., Engerman et al, 2020;Squire, 2003;Turcotte et al, 2018), playing video games is often viewed as an isolated endeavor by students in the course. As such, this lesson introduced Makey Makey as a technology that shifts the act of playing a video game to a more collaborative endeavor.…”
Section: Development Rationalementioning
confidence: 99%
“…Video game play has evolved beyond a hobby to professional Esport teams (Engerman & Hein, 2017;Taylor, 2012) and serious games for training (Green & Bavelier, 2003;Mullinix et al, 2013;Pavlas et al, 2008;Scielzo et al, 2010;Veinott et al, 2014). In serious games and computer simulations, several reviews have shown that the transfer of that training to the operational environment, has not been effective (Bell & Kozlowski, 2006;Vogel et al, 2006).…”
Section: Introductionmentioning
confidence: 99%