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Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles
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Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles (2024)Postdigital Videogames Literacies: Thinki…The Platform Society (2018)The Platform SocietyStaying with the Trouble (2016)Staying with the TroubleSocial Linguistics and Literacies (2015)Social Linguistics and Litera…Gamification in Education: A Systematic Mapping Study (2015)Gamification in Education: A …The benefits of playing video games. (2013)The benefits of playing video…Reality is broken: why games make us better and how they can change the world (2012)Reality is broken: why games …Persuasive Games (2007)Persuasive GamesMeeting the Universe Halfway (2007)Meeting the Universe HalfwayEnglish Teaching, Practice and Critique (2005)English Teaching, Practice an…What video games have to teach us about learning and literacy (2003)What video games have to teac…Digital game-based learning (2003)Digital game-based learningMultimodal Discourse: The Modes and Media of Contemporary Communication (2002)Multimodal Discourse: The Mod…Multimodal Discourse: The Modes and Media of Contemporary Communication (2001)Multimodal Discourse: The Mod…Chapter 3 : Identity as an Analytic Lens for Research in Education (2000)Chapter 3 : Identity as an An…A Pedagogy of Multiliteracies: Designing Social Futures (1996)A Pedagogy of Multiliteracies…Archaeology of Knowledge (1970)Archaeology of KnowledgeAirbnb: disruptive innovation and the rise of an informal tourism accommodation sector (2013)Datafication, dataism and dataveillance: Big Data between scientific paradigm and ideology (2014)Seeing without knowing: Limitations of the transparency ideal and its application to algorithmic accountability (2016)WeChat as infrastructure: the techno-nationalist shaping of Chinese digital platforms (2019)What is platform governance? (2019)Social Media, Echo Chambers, and Political Polarization (2020)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)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)Gamification of Cognitive Assessment and Cognitive Training: A Systematic Review of Applications and Efficacy (2016)The Digital Workforce and the Workplace of the Future (2016)Discourse Analysis as Theory and Method (2002)The Language of Evaluation: Appraisal in English (2005)Multimodality: A Social Semiotic Approach to Contemporary Communication (2011)Race and the Education of Desire (1995)A Set of Principles for Conducting and Evaluating Interpretive Field Studies in Information Systems1 (1999)The Handbook of Journalism Studies (2009)A useful methodological synergy? Combining critical discourse analysis and corpus linguistics to examine discourses of refugees and asylum seekers in the UK press (2008)Multimodality and Literacy in School Classrooms (2008)‘Nothing Comes Without Its World’: Thinking with Care (2012)171 Anthropocene, Capitalocene, Plantationocene, Chthulucene: Making Kin (2015)A Theoretical Framework for the Critical Posthumanities (2018)Discourse (2005)Probiotic Environmentalities: Rewilding with Wolves and Worms (2017)Interrupting the Anthropo-obScene: Immuno-biopolitics and Depoliticizing Ontologies in the Anthropocene (2018)Climate Apartheid: The Forgetting of Race in the Anthropocene (2019)Digital Natives, Digital Immigrants Part 1 (2001)The Theory and Practice of Online Learning (2008)
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References

  • 1970Archaeology of Knowledge11,463 cited
  • 2007Meeting the Universe Halfway10,469 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1996A Pedagogy of Multiliteracies: Designing Social Futures5,568 cited
  • 2002Multimodal Discourse: The Modes and Media of Contemporary Communication3,353 cited
  • 2001Multimodal Discourse: The Modes and Media of Contemporary Communication3,202 cited
  • 2003Digital game-based learning3,104 cited
  • 2018The Platform Society2,934 cited
  • 2012Reality is broken: why games make us better and how they can change the world2,923 cited
  • 2016Staying with the Trouble2,812 cited
  • 2000Chapter 3 : Identity as an Analytic Lens for Research in Education2,726 cited
  • 2013The benefits of playing video games.2,456 cited
  • 2015Social Linguistics and Literacies1,680 cited
  • 2015Gamification in Education: A Systematic Mapping Study1,551 cited
  • 2007Persuasive Games1,528 cited
  • 2005English Teaching, Practice and Critique1,325 cited

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