SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Queering critical literacies: disidentifications and queer futurity in an afterschool storytelling and roleplaying game
12 references·0 citing·49 second hop
Queering critical literacies: disidentifications and queer futurity in an afterschool storytelling and roleplaying game (2021)Queering critical literacies: disidentifi…4. Paranoid Reading and Reparative Reading, or, You’re So Paranoid, You Probably Think This Essay Is About You (2020)4. Paranoid Reading and Repar…Gaming Literacies: Spatiality, Materiality, and Analog Learning in a Digital Age (2019)Gaming Literacies: Spatiality…Literary Analysis Using Minecraft: An Asian American Youth Crafts Her Literacy Identity (2018)Literary Analysis Using Minec…Restorying the Self: Bending Toward Textual Justice (2016)Restorying the Self: Bending …Seeing and Hearing Students' Lived and Embodied Critical Literacy Practices (2012)Seeing and Hearing Students' …Changing literacies, changing populations, changing places - English teachers' work in an age of rampant standardisation (2011)Changing literacies, changing…Video Games and Digital Literacies (2010)Video Games and Digital Liter…Finding identity: Theory and data (2008)Finding identity: Theory and …Gaming literacies: A game design study in action (2007)Gaming literacies: A game des…The uses of literacy in studying computer games; comparing students' oral and visual representations of games (2005)The uses of literacy in study…Disrupting the (Hetero)normative: Exploring Literacy Performances and Identity Work with Queer Youth. (2003)Disrupting the (Hetero)normat…Taking on Critical Literacy: The Journey of Newcomers and Novices (2002)Taking on Critical Literacy: …Social Linguistics And Literacies: Ideology in Discourse (1996)Critical Literacy as Comprehension: Expanding Reader Response (2004)From the Field: A Proposal for Educating Leaders for Social Justice (2007)Use of the concept of Bildung in the international science education literature, its potential, and implications for teaching and learning (2017)The Reflective Practitioner: How Professionals Think in Action (1985)Rules of Play: Game Design Fundamentals (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Nurturing Affinity Spaces and Game-Based Learning (2012)A Model for Critical Games Literacy (2013)The Comparison of Solitary and Collaborative Modes of Game-Based Learning on Students' Science Learning and Motivation. (2015)Discipline and Punish: The Birth of the Prison (1978)Discipline and Punish: The Birth of the Prison. (1978)Discipline and Punish: The Birth of the Prison. (1996)Testimoniando en Nepantla: Using Testimonio as a Pedagogical Tool for Exploring Embodied Literacies and Bilingualism (2015)“Because we have lived it”: Chicanx/Latinx Youth Multimodal Literacies in Youth Participatory Action Research (2021)“Sound” civics, heard histories: A critical case of young children mobilizing digital media to write (right) injustice (2021)What Video Games Have to Teach Us About Learning and Literacy (2007)The Impact of Game-Based Learning on the Achievement of Learning Goals and Motivation for Learning Mathematics - Literature Review (2011)Handbook of Research on New Literacies (2014)Game Studies’ Material Turn (2017)Language and Symbolic Power. (1992)Identity and interaction: a sociocultural linguistic approach (2005)The stance triangle (2007)‘Who am I?’: Exploring identity in online discussion forums (2012)Word search sequences in bilingual interaction: Codeswitching and embodied orientation toward shifting participant constellations (2013)(Im)politeness and Identity (2017)The Dialogic Imagination: Four Essays (1981)Modernity at Large: Cultural Dimensions of Globalization. (1998)LITERACY IN THE NEW MEDIA AGE (2003)Developing a Transliteracies Framework for a Connected World (2016)Disrupting Educational Inequalities Through Youth Digital Activism (2017)BookTok 101: TikTok, Digital Literacies, and Out‐of‐School Reading Practices (2021)Literacy in Theory and Practice (1987)Configurations of Identity Among Sexual Minority Youth: Context, Desire, and Narrative (2008)Voices of Queer Youth in Urban Schools: Possibilities and Limitations (2009)Queer of Color Agency in Educational Contexts: Analytic Frameworks From a Queer of Color Critique (2015)Borderlands/La Frontera: The New Mestiza (2017)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Ethnographic Interview (2017)Capitalizing on the Craze of Fortnite: Toward a Conceptual Framework for Understanding How Gamers Construct Communities of Practice (2019)Using Video Games for Learning: Developing a Metalanguage for Digital Play (2020)Minecraft in Education Benefits Learning and Social Engagement (2021)Situated Learning (1991)Reassembling the Social (2005)Constructing Grounded Theory. A Practical Guide Through Qualitative Analysis (2006)Therapeutic Criticism (2017)Vulnerability in Scandinavian Art and Culture (2020)Posthuman feminism and feminist new materialism: towards an ethico-onto-epistemology in research practices (2023)
this work references cited by second hop

References

  • 2002Taking on Critical Literacy: The Journey of Newcomers and Novices674 cited
  • 2016Restorying the Self: Bending Toward Textual Justice261 cited
  • 2007Gaming literacies: A game design study in action208 cited
  • 2008Finding identity: Theory and data141 cited
  • 2010Video Games and Digital Literacies132 cited
  • 2003Disrupting the (Hetero)normative: Exploring Literacy Performances and Identity Work with Queer Youth.109 cited
  • 20204. Paranoid Reading and Reparative Reading, or, You’re So Paranoid, You Probably Think This Essay Is About You80 cited
  • 2012Seeing and Hearing Students' Lived and Embodied Critical Literacy Practices76 cited
  • 2019Gaming Literacies: Spatiality, Materiality, and Analog Learning in a Digital Age50 cited
  • 2018Literary Analysis Using Minecraft: An Asian American Youth Crafts Her Literacy Identity48 cited
  • 2011Changing literacies, changing populations, changing places - English teachers' work in an age of rampant standardisation36 cited
  • 2005The uses of literacy in studying computer games; comparing students' oral and visual representations of games25 cited

Cited by

No citing works inside the corpus for this window.

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