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Literacy in the digital age: Learning from computer games

Catherine Beavis, Thomas Apperley, Clare Bradford, Joanne O'mara, Christopher Walsh
2009 English in Education  
We argue that much can be learned about the teaching of both print and digital literacies from examining computer games and young people's engagement in online digital culture in the world beyond school  ...  and learning through action research projects.  ...  Acknowledgements This project was made possible through funding from the Australian Research Council and the support of Industry Partners: the Department of Education and Early Childhood Development (Victoria  ... 
doi:10.1111/j.1754-8845.2009.01035.x fatcat:kla3767eovds7aky2ml6pxhpwa

A Model for Critical Games Literacy

Tom Apperley, Catherine Beavis
2013 E-Learning and Digital Media  
This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture.  ...  The authors demonstrate how the development of curricula around and with games and gaming cultures can incorporate and capitalise on approaches to learning and collaboration, design and identity that students  ...  Acknowledgements The research on which this article reports, Literacy in the Digital World of the Twenty-first Century: learning from computer games (Beavis, Bradford, O'Mara, & Walsh, 2007  ... 
doi:10.2304/elea.2013.10.1.1 fatcat:xxytbomokrdi3ddhswywil3atu

A didactic innovation project in Higher Education through a Visual and Academic Literacy competence-based program

Miguel Ángel Marzal García-Quismondo, Eduardo Cruz-Palacios, Federico Castro Morales
2019 Education for Information  
and web video games for learning digital skills that allow the iconic and visual reading of web resources, the planned design and development of scientific works in a collaborative way, and their communication  ...  As a result of researchers interested in it, Visual Literacy has emerged as an academic field developing research and didactic effectiveness of the image, and digital competences and academic literacy  ...  As for video games, the test is proof that students know how to analyse them.  ... 
doi:10.3233/efi-190284 fatcat:y5e7pp6ekfe63jhfwiohmul65y

The bothersome crow people and the silent princess: exploring the orientations of children as they play a digital narrative game

Fiona Maine
2017 Literacy  
The research analyses different stances or orientations that children take as they progress through the game and how they draw on schematic understandings about narratives and digital gaming to support  ...  Taking a socio-cultural approach, the research suggests a framework of possible orientations that children take as they engage with the storyworld of the game, showing how this is at times strategic and  ...  Acknowledgements Many thanks to the United Kingdom Literacy Association (UKLA) who kindly funded this research through their research grant scheme.  ... 
doi:10.1111/lit.12117 fatcat:llx5xypo3fappgojd2zxqkrqiy

In-Game Instructions: The Extent of Their Usefulness in Enhancing the Vocabulary Acquisition of ESL Learners

Pei Qin Tan, Kim Hua Tan
2020 International Journal of Emerging Technologies in Learning (iJET)  
The qualitative data were analysed to determine the key aspects of in-game instructions and how they enhance the vocabulary acquisition of these pupils.  ...  Therefore, the usefulness of in-game instructions fundamentally depends on the attitudes of players towards the game, the suitability of the language level being used in the game and the players' demand  ...  Acknowledgement The authors received financial support for the research and authorship of this article from the Malaysian Ministry of Education Research Grant coded FRGS/1/2018/SS09/UKM/02/1.  ... 
doi:10.3991/ijet.v15i04.11647 fatcat:llzr5wudyvcuvmw3ikxam677yi

Learning in digital play: a dual case study of video gamers' independent play

Weimin Toh, Fei Victor Lim
2022 Research and Practice in Technology Enhanced Learning  
User experience approaches, e.g. the think-aloud protocol and interviews, were grounded in the theoretical framework of social semiotics to analyse the gameplay videos and to discuss the implications for  ...  We report on a study where we examined the video game play of two youths using a case study approach.  ...  With this in mind, we have explored ways in which educators can design for digital play in the classrooms, such as introducing a pedagogic metalanguage for digital play (Toh & Lim, 2021; Lim & Toh, 2022  ... 
doi:10.1186/s41039-022-00182-2 fatcat:vent7ptmxfgejpyikoflg67ujy

Learning to play in digital games

Caroline Pelletier, Martin Oliver
2006 Journal of Educational Media  
There is growing interest in the use of games for educational purposes, particularly with regard to teaching curriculum subjects.  ...  The paper concludes with a discussion of issues in researching learning from games, and suggestions for how research methods in this area might be developed.  ...  game text as well as the social and cultural aspect of play.  ... 
doi:10.1080/17439880601021942 fatcat:zgxwcskv4bdg3j4bocobtilkeu

Significant properties of complex digital artifacts

Simone Sacchi, Jerome P. McDonough
2012 Proceedings of the 2012 iConference on - iConference '12  
In this poster we present the preliminary output of a study meant to analyze the applicability of the InSPECT Assessment Framework to a particular kind of complex digital artifact: video games.  ...  We discuss open issues and possible improvements in the assessment workflow.  ...  Oregon Trail II, an educational simulation game, has been chosen as the object of analysis.  ... 
doi:10.1145/2132176.2132293 dblp:conf/iconference/SacchiM12 fatcat:y5m7g56vzvcznm26y2ehvpxioa

Scenario-based serious games repurposing

Aristidis Protopsaltis, Laurent Auneau, Ian Dunwell, Sara de Freitas, Panagiotis Petridis, Sylvester Arnab, Simon Scarle, Maurice Hendrix
2011 Proceedings of the 29th ACM international conference on Design of communication - SIGDOC '11  
Serious games are very content-rich forms of educational media, often combining high fidelity visual and audio content with diverse pedagogic approaches.  ...  educational contexts.  ...  Our current mEducator study therefore aims to provide the mechanisms with which to discuss and analyse the repurposing of game-based content using case studies as a research method.  ... 
doi:10.1145/2038476.2038484 dblp:conf/sigdoc/ProtopsaltisADFPASH11 fatcat:coxxzozod5ep3md3mbo2rb3mle

A dramaturgic perspective: seeing digital role-plays as drama and theatre. What are the epistemological and pedagogical consequences?

Vigdis Vangsnes
2009 Nordic Journal of Digital Literacy  
a text that can be analysed with conceptualization derived from narratology.  ...  These games are merely made for entertainment and their possible educational goals are more indirect than direct, while digital games with educational features; edutainment games or serious games, can  ...  As part of the digital fiction I have taken a closer look at the notion of "aesthetic doubling" and "as if " and compared the fiction we find in digital role-plays with dramatic and theatrical fictions  ... 
doaj:c65a45ab513141a996260c2688753795 fatcat:pbr32pgrtbgwrm3fuqjerclwl4

Shifting Practices and Frames: Literacy, Learning and Computer Games [chapter]

Catherine Beavis, Joanne O'Mara
2016 Leadership in Diverse Learning Contexts  
This chapter reports on a three year project in five schools concerned with literacy and computer games, and discusses the important role of teachers as onthe-ground leaders in pioneering new conceptions  ...  Computer games, and other forms of digital games, teach and exemplify multimodal forms of literacy. Schools can capitalize on their potential and work with them productively.  ...  Over the course of the project, analysis of the nature of games as text and action was undertaken (Apperley & Beavis, 2013) (e.g.  ... 
doi:10.1007/978-3-319-28302-9_12 fatcat:sihzuef4t5c7jhgk4ifsidjcgi

Entrepreneurship education at universities: challenges and future perspectives on online game implementation

Takuji Takemoto, Hiroko Oe
2021 Entrepreneurship Education  
understanding of theories and models as a second step after the gaming activities, which is a reverse approach from a traditional business education approach.  ...  It has been found that the students perceiving activities with gamifications are good learning stimuli in entrepreneurial classrooms as a first step; then, they found it effective to learn and deepen their  ...  preparing for the phase of the 'new normal' to develop actionable implications for the ICT-based education such as online gaming.  ... 
doi:10.1007/s41959-020-00043-3 fatcat:2mssdgv3gzhclpuk2zixf24bkq

Reading in Minecraft: A Generation Alpha Case Study

Lauren Taylor, Sherene J Hattingh
2019 TEACH journal of christian education  
This game presents a multimodal text which this child is able to successfully navigate while designing and creating a digital story in virtual spaces.  ...  The data was analysed using interpretative phenomenological analysis.  ...  Derouet (2010) used the FRM as a framework for analysing and discussing picture books across years three and four of primary school.  ... 
doi:10.55254/1835-1492.1388 fatcat:vmzsijsqvzb53oe6bo7maj447a

Biographical Information [chapter]

John Taylor, Adrian Furnham, Janet Breeze
2014 Revealed  
There is growing interest in the use of games for educational purposes, particularly with regard to teaching curriculum subjects.  ...  The paper concludes with a discussion of issues in researching learning from games, and suggestions for how research methods in this area might be developed.  ...  game text as well as the social and cultural aspect of play.  ... 
doi:10.1057/9781137325938_3 fatcat:kyxsapyjn5huhngkswljg7iag4

BIOGRAPHICAL INFORMATION [chapter]

1991 Knowledge-Based Systems and Legal Applications  
There is growing interest in the use of games for educational purposes, particularly with regard to teaching curriculum subjects.  ...  The paper concludes with a discussion of issues in researching learning from games, and suggestions for how research methods in this area might be developed.  ...  game text as well as the social and cultural aspect of play.  ... 
doi:10.1016/b978-0-12-086441-6.50004-0 fatcat:rcgpnvir3rbuvobuyaoscz5cr4
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