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Promoting and Preserving Indigenous Languages and Cultures in the Americas Through Video Games
16 references·0 citing·46 second hop
Promoting and Preserving Indigenous Languages and Cultures in the Americas Through Video Games (2019)Promoting and Preserving Indigenous Langu…Los pueblos indígenas en América Latina (2022)Los pueblos indígenas en Amér…Video Game Localisation for Fans by Fans (2015)Video Game Localisation for F…Survivance Among Social Impact Games (2014)Survivance Among Social Impac…Unsettling America (2013)Unsettling AmericaGame Localization (2013)Game LocalizationComputer Games and Language Learning (2013)Computer Games and Language L…The Inconvenient Indian: A Curious Account of Native People in North America (2012)The Inconvenient Indian: A Cu…Arabs as terrorists: Effects of stereotypes within violent contexts on attitudes, perceptions, and affect. (2012)Arabs as terrorists: Effects …The virtual census: representations of gender, race and age in video games (2009)The virtual census: represent…Digital Arabs (2008)Digital ArabsBlackless Fantasy (2008)Blackless FantasySerious Games : An Overview (2007)Serious Games : An OverviewOverview of research on the educational use of video games (2006)Overview of research on the e…Half-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 (2003)What video games have to teac…Negotiating Critical Literacies in Classrooms (2001)Negotiating Critical Literaci…A Coefficient of Agreement for Nominal Scales (1960)Differentiation between social groups: Studies in the social psychology of intergroup relations. (1978)The media equation: how people treat computers, television, and new media like real people and places (1997)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)Race and racism in Internet Studies: A review and critique (2012)Contemporary Perspectives on Ageism (2018)Welcome to the Desert of the Real! (2002)Gaming: essays on algorithmic culture (2007)Muslim Americans’ Responses to Social Identity Threats: Effects of Media Representations and Experiences of Discrimination (2017)Contextualizing current digital religion research on emerging technologies (2019)Social Learning Theory. (1978)Measuring individual differences in implicit cognition: The implicit association test. (1998)Understanding and using the Implicit Association Test: I. An improved scoring algorithm. (2003)Video Games Do Affect Social Outcomes (2014)Islamophobia and Media Portrayals of Muslim Women: A Computational Text Analysis of US News Coverage (2017)Meta-Analysis on Mediated Contact and Prejudice (2020)Thought and language (1962)Mind in Society: The Development of Higher Psychological Processes (1978)What Video Games Have to Teach Us about Learning and Literacy (2004)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)A review of immersive virtual reality serious games to enhance learning and training (2019)Gamification in Science Education. A Systematic Review of the Literature (2021)The cultural nature of human development (2003)Situated Language and Learning: A Critique of Traditional Schooling (2004)Why so serious? On the relation of serious games and learning (2010)Digital Natives, Digital Immigrants (2012)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)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)Foundations of Game-Based Learning (2015)The Work of Multicultural Teacher Education: Reconceptualizing White Teacher Candidates as Learners (2009)Critical Literacy: Foundational Notes (2012)Critical Literacy as a Way of Being and Doing (2019)Playing for Real (2008)From game design elements to gamefulness (2011)Our Princess Is in Another Castle (2012)Crowdsourcing and online collaborative translations (2017)Research in game localisation (2017)Towards a definition of transcreation: a systematic literature review (2021)Decolonizing Education: Nourishing the Learning Spirit (2013)Following the infrastructures of empire: notes on cities, settler colonialism, and method (2019)The tensions between Indigenous sovereignty and multicultural citizenship education: Toward an anticolonial approach to civic education (2019)
this work references cited by second hop

References

  • 2003What video games have to teach us about learning and literacy6,165 cited
  • 2005Half-Real: Video Games between Real Rules and Fictional Worlds2,150 cited
  • 2007Serious Games : An Overview946 cited
  • 2009The virtual census: representations of gender, race and age in video games560 cited
  • 2006Overview of research on the educational use of video games341 cited
  • 2001Negotiating Critical Literacies in Classrooms315 cited
  • 2012The Inconvenient Indian: A Curious Account of Native People in North America302 cited
  • 2013Game Localization293 cited
  • 2008Digital Arabs154 cited
  • 2012Arabs as terrorists: Effects of stereotypes within violent contexts on attitudes, perceptions, and affect.144 cited
  • 2013Computer Games and Language Learning141 cited
  • 2008Blackless Fantasy121 cited
  • 2015Video Game Localisation for Fans by Fans46 cited
  • 2014Survivance Among Social Impact Games39 cited
  • 2022Los pueblos indígenas en América Latina35 cited
  • 2013Unsettling America22 cited

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