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Bridging Literacies with Videogames
16 references·2 citing·38 second hop
Bridging Literacies with Videogames (2014)Bridging Literacies with VideogamesThe Routledge Handbook of Literacy Studies (2015)The Routledge Handbook of Lit…Complex TV: The Poetics of Contemporary Television Storytelling (2015)Complex TV: The Poetics of Co…Video games and learning: teaching and participatory culture in the digital age (2012)Video games and learning: tea…Show sold separately: promos, spoilers, and other media paratexts (2010)Show sold separately: promos,…Rethinking Composing in a Digital Age: Authoring Literate Identities Through Multimodal Storytelling (2010)Rethinking Composing in a Dig…Multimodality: A Social Semiotic Approach to Contemporary Communication (2009)Multimodality: A Social Semio…Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009)Hanging Out, Messing Around, …Confronting the challenges of participatory cultures (media education for the 21st century) (2009)Confronting the challenges of…Teens and social media (2007)Teens and social mediaHalf-Real: Video Games between Real Rules and Fictional Worlds (2005)Half-Real: Video Games betwee…What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…Situated Language and Learning: A Critique of Traditional Schooling (2004)Situated Language and Learnin…Adolescents and Literacies in a Digital World (2002)Adolescents and Literacies in…Paratexts: Thresholds of Interpretation (1997)Paratexts: Thresholds of Inte…Hamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles (1991)Playing with Power in Movies,…Instruction in the Language Classroom and the Saudi Vision 2030: A Study Using Delphi Technique With Academics (2024)Instruction in the Language C…A critical review of digital game literacies in the English classroom (2022)A critical review of digital …Course in General Linguistics (1960)Desire in Language: A Semiotic Approach to Literature and Art (1981)Is There a Text in This Class? The Authority of Interpretive Communities (1983)Patterns of listening through social media: online fan engagement with the live music experience (2012)The Influence of Paratext on Narrative Persuasion: Fact, Fiction, or Fake? (2012)Paratext and Digitized Narrative: Mapping the Field (2013)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)Learning to Labor: How Working Class Kids Get Working Class Jobs. (1996)Growing Up Digital: The Rise of the Net Generation (1997)Communities of practice learning, meaning, and identity (1999)The effect of social network sites on adolescents' social and academic development: Current theories and controversies (2011)Friendship 2.0: Adolescents' experiences of belonging and self‐disclosure online (2012)The power of play: The effects of Portal 2 and Lumosity on cognitive and noncognitive skills (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)Multimodality and Literacy in School Classrooms (2008)“Multiliteracies”: New Literacies, New Learning (2009)Language and Learning in the Digital Age (2011)Academic Ableism (2017)Translanguaging as a Practical Theory of Language (2017)Translingual Practice as Spatial Repertoires: Expanding the Paradigm beyond Structuralist Orientations (2017)Beyond Play (2007)There is No Magic Circle (2009)The Lens of Intrinsic Skill Atoms: A Method for Gameful Design (2015)The Cambridge Introduction to Narrative (2008)The Cambridge Introduction to Narrative (2020)The Impact of Social Media on Children, Adolescents, and Families (2011)Predicting user acceptance of collaborative technologies: An extension of the technology acceptance model for e-learning (2012)Foundations of Game-Based Learning (2015)Digital Media Platforms and the Use of TV Content: Binge Watching and Video-on-Demand in Germany (2016)Language and Television Series (2018)Ecocinema Theory and Practice 2 (2022)
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References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2009Multimodality: A Social Semiotic Approach to Contemporary Communication3,541 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,802 cited
  • 1997Paratexts: Thresholds of Interpretation2,686 cited
  • 2004Situated Language and Learning: A Critique of Traditional Schooling2,321 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 2009Confronting the challenges of participatory cultures (media education for the 21st century)1,573 cited
  • 2015Complex TV: The Poetics of Contemporary Television Storytelling1,030 cited
  • 2010Show sold separately: promos, spoilers, and other media paratexts881 cited
  • 2009Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media634 cited
  • 1991Playing with Power in Movies, Television, and Video Games: From Muppet Babies to Teenage Mutant Ninja Turtles414 cited
  • 2012Video games and learning: teaching and participatory culture in the digital age410 cited
  • 2015The Routledge Handbook of Literacy Studies390 cited
  • 2007Teens and social media382 cited
  • 2002Adolescents and Literacies in a Digital World

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369 cited
  • 2010Rethinking Composing in a Digital Age: Authoring Literate Identities Through Multimodal Storytelling274 cited
  • Cited by

    • 2022A critical review of digital game literacies in the English classroom15 cited
    • 2024Instruction in the Language Classroom and the Saudi Vision 2030: A Study Using Delphi Technique With Academics1 cited