SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Game literacy in theory and practice
10 references·16 citing·37 second hop
Game literacy in theory and practice (2007)Game literacy in theory and practiceDistinction: A Social Critique of the Judgement of Taste* (2018)Distinction: A Social Critiqu…Multiliteracies: Lit Learning (2005)Multiliteracies: Lit LearningMedia Education: Literacy, Learning and Contemporary Culture (2003)Media Education: Literacy, Le…Beyond Myth and Metaphor* -The Case of Narrative in Digital Media (2001)Beyond Myth and Metaphor* -Th…Visual Literacy: Image, Mind and Reality (1996)Visual Literacy: Image, Mind …Before Writing: Rethinking the Paths to Literacy (1996)Before Writing: Rethinking th…WAYS WITH WORDS (1995)WAYS WITH WORDSLiteracy: An introduction to the ecology of written language. By David Barton. Oxford: Blackwell, 1994. Pp. x, 247. (1995)Literacy: An introduction to …Children talking television: the making of television literacy (1993)Children talking television: …Aspects of the Novel (1927)Aspects of the NovelLudoliteracy: Defining, Understanding, and Supporting Games Education (2024)Ludoliteracy: Defining, Under…Video Games in the Secondary English Language Arts Classroom: A State‐of‐the‐Art Review of the Literature (2021)Video Games in the Secondary …Game Jams for Learning and Teaching (2020)Game Jams for Learning and Te…Minecraft and machinima in action: development of creativity in the classroom (2018)Minecraft and machinima in ac…Let’s Play: Exploring literacy practices in an emerging videogame paratext (2016)Let’s Play: Exploring literac…Do We Really Need Media Education 2.0? Teaching Media in the Age of Participatory Culture (2016)Do We Really Need Media Educa…Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015)Constructionist Gaming: Under…A Model for Critical Games Literacy (2013)A Model for Critical Games Li…What digital games and literacy have in common: a heuristic for understanding pupils' gaming literacy (2012)What digital games and litera…Player Typology in Theory and Practice (2011)Player Typology in Theory and…Making games in the classroom: Benefits and gender concerns (2011)Making games in the classroom…Literacy into action: digital games as action and text in the English and literacy classroom (2011)Literacy into action: digital…The Routledge International Handbook of English, Language and Literacy Teaching (2010)The Routledge International H…Influence of Game Quests on Pupils ’ Enjoyment and Goal-pursuing in Math Learning (2010)Influence of Game Quests on P…Using game making pedagogy to facilitate student learning of interactive multimedia (2009)Using game making pedagogy to…Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)Internet parenting styles and the impact on Internet use of primary school children (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Why do people play games? A meta-analysis (2017)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)What Video Games Have to Teach Us about Learning and Literacy (2004)Digital Games as a Context for Children’s Cognitive Development: Research Recommendations and Policy Considerations (2019)Principles for Advancing Game-Based Learning in Teacher Education (2020)A self-determination theory (SDT) design approach for inclusive and diverse artificial intelligence (AI) education (2022)Functions of Language in the Classroom (1973)Imagined Communities. Reflections on the Origin and Spread of Nationalism (1985)Classroom Discourse: The Language of Teaching and Learning (1988)“Multiliteracies”: New Literacies, New Learning (2009)Translanguaging in the classroom: Emerging issues for research and pedagogy (2011)Using Narrative in Social Research (2005)The Cambridge Introduction to Narrative (2008)The Cambridge Introduction to Narrative (2020)Talking science: language, learning, and values (1991)What Is Agency? (1998)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Critical Discourse Analysis (2000)Discourse: A Critical Introduction. (2008)Multimodality and Literacy in School Classrooms (2008)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)Digital literacy and informal learning environments: an introduction (2013)Spreadable Spectacle in Digital Culture: Civic Expression, Fake News, and the Role of Media Literacies in “Post-Fact” Society (2017)2. But That’s Just Good Teaching! The Case for Culturally Relevant Pedagogy (1995)Intelligence: Knowns and unknowns. (1996)Culturally Sustaining Pedagogy (2012)Measuring the acquisition of media‐literacy skills (2003)Defining digital literacy – What do young people need to know about digital media? (2006)The State of Media Literacy (2010)Student writing in higher education: An academic literacies approach (1998)What’s ‘New’ in New Literacy Studies? Critical Approaches to Literacy in Theory and Practice (2003)
this work references cited by second hop

References

  • 2018Distinction: A Social Critique of the Judgement of Taste*20,290 cited
  • 1995Literacy: An introduction to the ecology of written language. By David Barton. Oxford: Blackwell, 1994. Pp. x, 247.2,016 cited
  • 2005Multiliteracies: Lit Learning1,749 cited
  • 2003Media Education: Literacy, Learning and Contemporary Culture1,485 cited
  • 1995WAYS WITH WORDS1,292 cited
  • 1996Before Writing: Rethinking the Paths to Literacy1,142 cited
  • 1927Aspects of the Novel1,002 cited
  • 1996Visual Literacy: Image, Mind and Reality389 cited
  • 1993Children talking television: the making of television literacy376 cited
  • 2001Beyond Myth and Metaphor* -The Case of Narrative in Digital Media223 cited

Cited by

  • 2009Students’ perceptions about the use of video games in the classroom510 cited
  • 2015Constructionist Gaming: Understanding the Benefits of Making Games for Learning383 cited
  • 2011Player Typology in Theory and Practice146 cited
  • 2013A Model for Critical Games Literacy100 cited
  • 2024Ludoliteracy: Defining, Understanding, and Supporting Games Education97 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2012
What digital games and literacy have in common: a heuristic for understanding pupils' gaming literacy
94 cited
  • 2011Making games in the classroom: Benefits and gender concerns91 cited
  • 2010Influence of Game Quests on Pupils ’ Enjoyment and Goal-pursuing in Math Learning87 cited
  • 2011Literacy into action: digital games as action and text in the English and literacy classroom85 cited
  • 2021Video Games in the Secondary English Language Arts Classroom: A State‐of‐the‐Art Review of the Literature66 cited
  • 2010The Routledge International Handbook of English, Language and Literacy Teaching65 cited
  • 2020Game Jams for Learning and Teaching60 cited
  • 2018Minecraft and machinima in action: development of creativity in the classroom49 cited
  • 2016Let’s Play: Exploring literacy practices in an emerging videogame paratext47 cited
  • 2016Do We Really Need Media Education 2.0? Teaching Media in the Age of Participatory Culture47 cited
  • 2009Using game making pedagogy to facilitate student learning of interactive multimedia45 cited