2015
DOI: 10.1002/jaal.438
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Abstract: Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games‐based class encouraged student learning and motivated students to develop advanced literacy skills, including critical analysis, creative writing, and programming.

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Cited by 12 publications
(6 citation statements)
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References 11 publications
(12 reference statements)
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“…Fortunately, games must always generate, by design, an environment separate from the real world that has its own internal systems of value (Schell, , 43–47). There, having forged an “inherent investment” in the internal value system of the game (Altura & Curwood, , 25; Bork, , 49–50), a learner has opportunity to safely, provisionally, suspend the external, real‐world, historically‐conditioned systems of value that may be invisible to her or seem to her to be universal. (“When you put on someone else's identity, you are false to your own self” in a way that creates new possibilities for “put [ting one's] own perspective and expectations on the shelf”: on the role‐immersion games Reacting to the Past , Carnes [, 115, 117]).…”
Section: Designing Learning For Gamesmentioning
confidence: 99%
“…Fortunately, games must always generate, by design, an environment separate from the real world that has its own internal systems of value (Schell, , 43–47). There, having forged an “inherent investment” in the internal value system of the game (Altura & Curwood, , 25; Bork, , 49–50), a learner has opportunity to safely, provisionally, suspend the external, real‐world, historically‐conditioned systems of value that may be invisible to her or seem to her to be universal. (“When you put on someone else's identity, you are false to your own self” in a way that creates new possibilities for “put [ting one's] own perspective and expectations on the shelf”: on the role‐immersion games Reacting to the Past , Carnes [, 115, 117]).…”
Section: Designing Learning For Gamesmentioning
confidence: 99%
“…For teachers such as Mr Perry new to integrating games into the English curriculum, they can find it useful to capitalise on their rich knowledge of narratives and their prior experiences teaching films in order to explore how the ludonarration of YA games can push the boundaries of narrative through their unique interactive and multimodal features. Although other research has addressed the potential for engagement that videogames have in an educational setting (Altura and Curwood, 2015;Barab and Dede, 2007), this study attests to how the interactive, social and multimodal aspects of the ludonarrative experience are what can make YA games uniquely engaging. Despite these qualities, games confer unique demands upon teachers.…”
Section: Findings and Discussionmentioning
confidence: 75%
“…In one Australian study, Applerley and Beavis (2013) highlighted the potential of critically responding to games as texts by using students’ written responses to a game-based unit of study in a Year 10 English classroom, including an essay by a student, who was able to “undertake a sophisticated analysis” of the narrative of Assassin’s Creed II (). In another, Altura and Curwood (2015) shared how a student’s analysis and critique of a videogame pushed “his understanding of the game narrative and mechanics to new levels” and allowed him to find “a novel way of playing videogames after learning about them as literary and cultural texts” (p. 26).…”
Section: Relevant Literaturementioning
confidence: 99%
“…Some studies described multiple cases of different classrooms and units, and so may appear in this section, despite appearing elsewhere in this review. In these studies, researchers detailed students exploring gaming literacies in the broader world (Pelletier, 2005), gaming-themed paratexts such as novelizations of video games or game reviews (Altura and Curwood, 2015; Jolley, 2008) or dramatic enactments of game narratives (Beavis et al , 2015). The inclusion of broader discussions of gaming literacies is perhaps not surprising in light of scholarship highlighting the rich literate sociocultural worlds and communities surrounding gaming (Garcia, 2018).…”
Section: Resultsmentioning
confidence: 99%