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Gaming, Student Literacies, and the Composition Classroom: Some Possibilities for Transformation
10 references·1 citing·34 second hop
Gaming, Student Literacies, and the Composition Classroom: Some Possibilities for Transformation (2009)Gaming, Student Literacies, and the Compo…Digital Game-Based Learning (2020)Digital Game-Based LearningThe Video Game Theory Reader (2013)The Video Game Theory ReaderWhat Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Made Not Only in Words: Composition in a New Key (2004)Made Not Only in Words: Compo…Literate Lives in the Information Age: Narratives of Literacy From the United States (2004)Literate Lives in the Informa…LITERACY IN THE NEW MEDIA AGE (2003)LITERACY IN THE NEW MEDIA AGEHanging Out in the Virtual PubMasculinities and Relationships Online (2002)Hanging Out in the Virtual Pu…Visual Digital Culture: Surface Play and Spectacle in New Media Genres (2000)Visual Digital Culture: Surfa…From Barbie to Mortal Kombat: gender and computer games (1998)From Barbie to Mortal Kombat:…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Improving Writing Literacies through Digital Gaming Literacies: Facebook Gaming in the Composition Classroom (2014)Improving Writing Literacies …Understanding Media: The Extensions of Man (1964)Digital Divide 2.0: “Generation M” and Online Social Networking Sites in the Composition Classroom (2008)Composing for Recomposition: Rhetorical Velocity and Delivery (2009)Academic Ableism (2017)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)Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)From Content to Context: Videogames as Designed Experience (2006)Wrestling with Angels, Searching for Ghosts: Toward a Critical Pedagogy of Visual Culture (2003)Visual Culture isn't Just Visual: Multiliteracy, Multimodality and Meaning (2004)Games (2020)Adolescents’ identity experiments on the internet (2005)Gender and Computer Games: Exploring Females' Dislikes (2006)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)The Lara Phenomenon: Powerful Female Characters in Video Games (2007)Customization, immersion satisfaction, and online gamer loyalty (2010)First Person vs. Third Person Perspective in Digital Games (2015)“What South Park Character Are You?”: Popular Culture, Literacy, and Online Performances of Identity (2008)Textual practices in the new media digital landscape: messing with digital literacies (2014)Digital Social Media and Aggression: Memetic Rhetoric in 4chan’s Collective Identity (2017)Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)The "Academic Literacies" Model: Theory and Applications (2006)“Multiliteracies”: New Literacies, New Learning (2009)Ethnographic Approaches to the Internet and Computer-Mediated Communication (2008)Taken Out of Context: American Teen Sociality in Networked Publics (2009)Taken Out of Context: American Teen Sociality in Networked Publics (2017)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003LITERACY IN THE NEW MEDIA AGE4,001 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 1998From Barbie to Mortal Kombat: gender and computer games698 cited
  • 2002Hanging Out in the Virtual PubMasculinities and Relationships Online422 cited
  • 2013The Video Game Theory Reader389 cited
  • 2004Made Not Only in Words: Composition in a New Key312 cited
  • 2000Visual Digital Culture: Surface Play and Spectacle in New Media Genres306 cited
  • 2004Literate Lives in the Information Age: Narratives of Literacy From the United States92 cited

Cited by

  • 2014Improving Writing Literacies through Digital Gaming Literacies: Facebook Gaming in the Composition Classroom39 cited

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