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Literacy at play: an analysis of media literacy games used to foster media literacy competencies
16 references·0 citing·44 second hop
Literacy at play: an analysis of media literacy games used to foster media literacy competencies (2023)Literacy at play: an analysis of media li…Digital Games, Design, and Learning (2015)Digital Games, Design, and Le…Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015)Constructionist Gaming: Under…The Routledge Companion to Video Game Studies (2014)The Routledge Companion to Vi…Can Serious Games Contribute to Developing and Sustaining 21st Century Skills? (2014)Can Serious Games Contribute …Digital literacy and informal learning environments: an introduction (2013)Digital literacy and informal…Digital Literacies for Learning (2013)Digital Literacies for Learni…A systematic literature review of empirical evidence on computer games and serious games (2012)A systematic literature revie…From Game Design Elements to Gamefulness: Defining “Gamification” (2011)From Game Design Elements to …The Video Game Theory Reader 2 (2008)The Video Game Theory Reader 2Persuasive Games (2007)Persuasive GamesGood Video Games and Good Learning (2007)Good Video Games and Good Lea…Using thematic analysis in psychology (2006)Using thematic analysis in ps…Defining digital literacy – What do young people need to know about digital media? (2006)Defining digital literacy – W…Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Confronting the Challenges of…Doing Research in the Real World (2004)Doing Research in the Real Wo…What video games have to teach us about learning and literacy (2003)What video games have to teac…A pedagogy of Multiliteracies Designing Social Futures (1996)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Multiliteracies: Literacy Learning and the Design of Social Futures (2001)Reconceptualising critical digital literacy (2014)Students’ perceptions of STEM learning after participating in a summer informal learning experience (2018)Factors affecting Nigerian teacher educators’ technology integration: Considering characteristics, knowledge constructs, ICT practices and beliefs (2019)Qualitative evaluation and research methods (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Older Adults' Reasons for Using Technology while Aging in Place (2015)Thematic Analysis (2017)Reflecting on reflexive thematic analysis (2019)Situated Cognition and the Culture of Learning (1989)Bias in meta-analysis detected by a simple, graphical test (1997)Self-Efficacy: The Exercise of Control (1999)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)The effect of games and simulations on higher education: a systematic literature review (2017)The Gamification of Learning: a Meta-analysis (2019)LITERACY IN THE NEW MEDIA AGE (2003)Natural-Born Cyborgs: Minds, Technologies, and the Future of Human Intelligence (2004)The Impact of Social Media on Children, Adolescents, and Families (2011)A comparative analysis of international frameworks for 21 st century competences: Implications for national curriculum policies (2012)Foundations of Game-Based Learning (2015)Games, Motivation, and Learning: A Research and Practice Model (2002)Why do people play on-line games? An extended TAM with social influences and flow experience (2003)Enjoyment: At the Heart of Media Entertainment (2004)Gamifying learning experiences: Practical implications and outcomes (2013)Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning (2015)Handbook of Self-Regulation of Learning and Performance (2017)What Video Games Have to Teach Us about Learning and Literacy (2004)The Oxford Handbook of Culture and Psychology (2012)More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades (2013)Computer Games in Education (2018)Situated Learning (1991)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A Qualitative Study (2009)Critical Race Theory, Racial Microaggressions, and Campus Racial Climate for Latina/o Undergraduates (2009)Member Checking (2016)The Gaming of Policy and the Politics of Gaming: A Review (2009)Classifying Serious Games (2011)Teaching and Learning Argumentative Reading and Writing: A Review of Research (2011)Gamification for health and wellbeing: A systematic review of the literature (2016)A systematic review of gamification in e-Health (2017)Gamifying education: what is known, what is believed and what remains uncertain: a critical review (2017)
this work references cited by second hop

References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 2004Doing Research in the Real World3,879 cited
  • 2006Confronting the Challenges of Participatory Culture: Media Education for the 21st Century3,173 cited
  • 2012A systematic literature review of empirical evidence on computer games and serious games2,890 cited
  • 2007Persuasive Games1,528 cited
  • 2011From Game Design Elements to Gamefulness: Defining “Gamification”1,340 cited
  • 2015Digital Games, Design, and Learning1,268 cited
  • 2007Good Video Games and Good Learning1,059 cited
  • 2013Digital literacy and informal learning environments: an introduction521 cited
  • 2006Defining digital literacy – What do young people need to know about digital media?408 cited
  • 2015Constructionist Gaming: Understanding the Benefits of Making Games for Learning383 cited
  • 2014Can Serious Games Contribute to Developing and Sustaining 21st Century Skills?279 cited
  • 2008The Video Game Theory Reader 2255 cited
  • 2014The Routledge Companion to Video Game Studies233 cited

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Digital Literacies for Learning
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