2009
DOI: 10.1177/1046878109355361
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Using Gaming Literacies to Cultivate New Literacies

Abstract: The use of games in educational contexts has recently received growing attention; however, many teachers struggle with finding a right context to adopt games in the classroom. To strengthen teachers' beliefs about the educational value of games, this article explains the similarities and differences between new literacies and gaming literacy and defines gaming literacy from the "play" and "design" perspectives. This article presents examples of game use that will help teachers cultivate learners' new literacie… Show more

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Cited by 32 publications
(24 citation statements)
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“…In such situations, students become focused on the learning that could be achieved as they are aware that it may help them in their current game tasks. Hsu and Wang (2010) elaborate that by using guided practice and regular debriefing, learning is scaffolded. Furthermore, teachers take on the role of interpreter, focus on getting the class to think, reflect and make links between what is happening in the game and the main learning aims of the class (Davies, 2007;Hsu and Wang, 2010;Mercer et al, 2007).…”
Section: The Role Of the Teachersmentioning
confidence: 99%
See 1 more Smart Citation
“…In such situations, students become focused on the learning that could be achieved as they are aware that it may help them in their current game tasks. Hsu and Wang (2010) elaborate that by using guided practice and regular debriefing, learning is scaffolded. Furthermore, teachers take on the role of interpreter, focus on getting the class to think, reflect and make links between what is happening in the game and the main learning aims of the class (Davies, 2007;Hsu and Wang, 2010;Mercer et al, 2007).…”
Section: The Role Of the Teachersmentioning
confidence: 99%
“…Hsu and Wang (2010) elaborate that by using guided practice and regular debriefing, learning is scaffolded. Furthermore, teachers take on the role of interpreter, focus on getting the class to think, reflect and make links between what is happening in the game and the main learning aims of the class (Davies, 2007;Hsu and Wang, 2010;Mercer et al, 2007). Teachers who have a firm grasp of the subject curriculum are able to utilise the games appropriately to achieve their educational objectives, rather than to just increase familiarity with the game.…”
Section: The Role Of the Teachersmentioning
confidence: 99%
“…The importance of debriefing in an educational context is widely acknowledged (Mayer et al 2002, Peters andVissers 2004). It stimulates transfer by scaffolding the learning process, by relating the game experience to real-life situations, and by enabling peer discussion about what skills and knowledge were learned from the game experience (Hsu andWang 2010, Peters andVissers 2004). The pentad can be used to achieve these goals.…”
Section: Educational Perspectivesmentioning
confidence: 99%
“…In education, numerous calls have been made for stimulating a reflective approach to media in general (Jenkins et al 2006) and to video games in particular (Buckingham and Burn 2007;Zagal 2010;Hsu and Wang 2010). However, if teachers want to stimulate a video game wise approach, they will need particular strategies -tools -for integrating such a reflective perspective in teaching and learning (Hsu and Wang 2010;Zagal 2010).…”
Section: From Counter-strike To Counter-statement 21mentioning
confidence: 99%
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