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Visual Literacy and the Content Classroom: A Question of Now, Not When
13 references·3 citing·35 second hop
Visual Literacy and the Content Classroom: A Question of Now, Not When (2010)Visual Literacy and the Content Classroom…International Handbook of Literacy and Technology (2013)International Handbook of Lit…Re-Viewing Visual Literacy in the “Bain d’ Images” Era (2009)Re-Viewing Visual Literacy in…Visual Literacy (2008)Visual LiteracyNew literacies and the institution of old learning (2005)New literacies and the instit…What video games have to teach us about learning and literacy (2004)What video games have to teac…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…What video games have to teach us about learning and literacy (2003)What video games have to teac…Children’s Everyday Literacies: Intersections of Popular Culture and Language Arts Instruction (2003)Children’s Everyday Literacie…School's Out! Bridging Out-of-School Literacies with Classroom Practice (2002)School's Out! Bridging Out-of…School's out! : bridging out-of-school literacies with classroom practice (2002)School's out! : bridging out-…"At-Risk" Adolescents: Redefining Competence through the Multiliteracies of Intermediality, Visual Arts, and Representation. (2001)"At-Risk" Adolescents: Redefi…The Information-Age Mindset: Changes in Students and Implications for Higher Education (2000)The Information-Age Mindset: …Visual Literacy: Background, Theory and Practice (1978)Visual Literacy: Background, …Developing visual literacy competencies while learning course content through visual journaling: teacher candidate perspectives (2019)Developing visual literacy co…Visual Representations in Second Graders' Information Book Compositions (2012)Visual Representations in Sec…Science Visual Literacy: Learners' Perceptions and Knowledge of Diagrams (2011)Science Visual Literacy: Lear…Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)An investigation of user perceptions and behavioral intentions towards the e-library (2011)Putting Environmental Infographics Center Stage (2014)Attending to the visual aspects of visual storytelling: using art and design concepts to interpret and compose narratives with images (2019)Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Understanding Media: The Extensions of Man (1964)Psychology and Educational Practice (1971)Creative and Mental Growth (1983)The worked-example effect using ill-defined problems: Learning to recognise designers' styles (2008)A framework for digital media literacies for teaching and learning in higher education (2018)Past, present, future: mapping the research in visual literacy (2019)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)First year students' experiences with technology: Are they really digital natives? (2008)The ‘digital natives’ debate: A critical review of the evidence (2008)Comprehension instruction : research-based best practices (2002)A proposal for action: Strategies for recognizing heritage language competence as a learning resource within the mainstream classroom. (2005)Handbook of Research on Reading Comprehension (2014)Critical Language Awareness in the United States: Revisiting Issues and Revising Pedagogies in a Resegregated Society (2005)Chapter 1 Developing Socially Just Subject-Matter Instruction: A Review of the Literature on Disciplinary Literacy Teaching (2007)Reading Attitudes of Middle School Students: Results of a U.S. Survey (2012)Educational game design for online education (2008)Exploring the potential of computer and video games for health and physical education: A literature review (2009)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)Vocabulary: Questions from the classroom (2006)Recognise misinformation and verify before sharing: a reasoned action and information literacy perspective (2019)Getting graphic about infographics: design lessons learned from popular infographics (2016)What does it mean to be visually literate? Examination of visual literacy definitions in a context of higher education (2018)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
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  • 2004What video games have to teach us about learning and literacy575 cited
  • 2000The Information-Age Mindset: Changes in Students and Implications for Higher Education401 cited
  • 2002School's out! : bridging out-of-school literacies with classroom practice383 cited
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  • 2008Visual Literacy198 cited
  • 2009Re-Viewing Visual Literacy in the “Bain d’ Images” Era129 cited
  • 2013International Handbook of Literacy and Technology128 cited
  • 1978Visual Literacy: Background, Theory and Practice107 cited
  • 2003Children’s Everyday Literacies: Intersections of Popular Culture and Language Arts Instruction91 cited
  • 2001"At-Risk" Adolescents: Redefining Competence through the Multiliteracies of Intermediality, Visual Arts, and Representation.49 cited
  • 2005New literacies and the institution of old learning44 cited

Cited by

  • 2011Science Visual Literacy: Learners' Perceptions and Knowledge of Diagrams105 cited
  • 2012

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Visual Representations in Second Graders' Information Book Compositions
26 cited
  • 2019Developing visual literacy competencies while learning course content through visual journaling: teacher candidate perspectives22 cited