This study examined computer game development as a pedagogical activity to motivate and engage students in curriculum-related literacy activities. We hypothesized that as a consequence, students would improve their traditional reading and writing skills as well as develop new digital literacy skills. Eighteen classes of grade 4 students were assigned to either an experimental or control group. Both groups studied the same curriculum unit over a 10 week period, however, in addition the experimental group developed computer games related to the unit using a game development shell. An analysis of pre- and post-unit scores on two standardized literacy test batteries revealed that the experimental students performed significantly better on one o...
Educators and education advocates have recently acknowl-edged that the ability to think systemically...
Recent developments suggest video games will be critical tools for engaging twenty-first-century le...
Gaming in French ii This study investigated the use of advanced gaming environments in developing li...
The number of underprepared students entering post-secondary education continues to be a national pr...
The number of underprepared students entering post-secondary education continues to be a national pr...
textGame construction learning approaches have seen increased interest for computational learning an...
This article argues that digital games and school-based literacy practices have much more in common ...
Technology is present in most of today’s US households in many forms, including computer games. Ther...
While there is a great deal of theoretical support to back the use of video games in education, howe...
Few spaces exist in schools that require students to research, play and design digital games. This p...
The primary objective of this study was to investigate the use of game-mediate learning with pre-ser...
This article argues that digital games and school-based literacy practices have much more in common ...
This article argues that digital games and school-based literacy practices have much more in common ...
ABSTRACT: This article presents an overview of how the popular “3-Cs” model (creative, critical and ...
Using data gathered from a three-year research project exploring digital literacy and pedagogy with ...
Educators and education advocates have recently acknowl-edged that the ability to think systemically...
Recent developments suggest video games will be critical tools for engaging twenty-first-century le...
Gaming in French ii This study investigated the use of advanced gaming environments in developing li...
The number of underprepared students entering post-secondary education continues to be a national pr...
The number of underprepared students entering post-secondary education continues to be a national pr...
textGame construction learning approaches have seen increased interest for computational learning an...
This article argues that digital games and school-based literacy practices have much more in common ...
Technology is present in most of today’s US households in many forms, including computer games. Ther...
While there is a great deal of theoretical support to back the use of video games in education, howe...
Few spaces exist in schools that require students to research, play and design digital games. This p...
The primary objective of this study was to investigate the use of game-mediate learning with pre-ser...
This article argues that digital games and school-based literacy practices have much more in common ...
This article argues that digital games and school-based literacy practices have much more in common ...
ABSTRACT: This article presents an overview of how the popular “3-Cs” model (creative, critical and ...
Using data gathered from a three-year research project exploring digital literacy and pedagogy with ...
Educators and education advocates have recently acknowl-edged that the ability to think systemically...
Recent developments suggest video games will be critical tools for engaging twenty-first-century le...
Gaming in French ii This study investigated the use of advanced gaming environments in developing li...