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Literary Analysis Using Minecraft: An Asian American Youth Crafts Her Literacy Identity
12 references·7 citing·35 second hop
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this work references cited by second hop

References

  • 2001Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research25,504 cited
  • 2017Ethnographic Interview8,276 cited
  • 1996A Pedagogy of Multiliteracies: Designing Social Futures5,568 cited
  • 2011Culturally responsive teaching: theory, research, and practice3,112 cited
  • 2011Multimodality: A Social Semiotic Approach to Contemporary Communication2,771 cited
  • 2001Multiliteracies: Literacy Learning and the Design of Social Futures2,447 cited
  • 2007Ethnography2,117 cited
  • 1981The Professional Stranger: An Informal Introduction to Ethnography.1,999 cited
  • 2007What Video Games Have to Teach Us About Learning and Literacy735 cited
  • 2005New Literacies in Action: Teaching and Learning in Multiple Media130 cited
  • 2010The New literacies: multiple perspectives on research and practice110 cited
  • 2017Digital Participation, Agency, and Choice: An African American Youth's Digital Storytelling About Minecraft52 cited

Cited by

  • 2020Using Video Games for Learning: Developing a Metalanguage for Digital Play42 cited
  • 2019Capitalizing on the Craze of Fortnite: Toward a Conceptual Framework for Understanding How Gamers Construct Communities of Practice39 cited

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2021
Minecraft in Education Benefits Learning and Social Engagement
39 cited
  • 2023A scoping review of video games and learning in secondary classrooms34 cited
  • 2021Fostering Multimodal Analyses of Video Games: Reflective Writing in the Middle School25 cited
  • 2022Multimodality, learning and decision‐making: children's metacognitive reflections on their engagement with video games as interactive texts24 cited
  • 2021Queering critical literacies: disidentifications and queer futurity in an afterschool storytelling and roleplaying game23 cited