Based on research that studied the challenges and difficulties faced by students taking games studies and game design courses, we propose that, while many students enrolled in games education programs are adept at playing games, they are usually neither games literate nor do they have a deep understanding of games. In this article we provide a framework that can be used to evaluate and assess games literacy. Using Gee’s notion of literacy, we propose that a deep understanding of games involves having the ability to explain, discuss, describe, frame, situate, interpret, and/or position games (1) in the context of human culture (games as a cultural artifacts), (2) in the context of other games, (3) in the context of the technological platform...
It seems like teaching about games should be easy. After all, students enjoy engaging with course co...
It seems like teaching about games should be easy. After all, students enjoy engaging with course co...
Games and gaming have always been an infl uential part of society and culture. Within the last 35 ye...
Based on research that studied the challenges and difficulties faced by students taking games studie...
This paper explores how media education principles can be extended to digital games, and whether the...
Educators and education advocates have recently acknowl-edged that the ability to think systemically...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
The goal of this study is to examine the notion of video game literacy and gaming capital from both ...
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 ...
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 ...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
It seems like teaching about games should be easy. After all, students enjoy engaging with course co...
It seems like teaching about games should be easy. After all, students enjoy engaging with course co...
Games and gaming have always been an infl uential part of society and culture. Within the last 35 ye...
Based on research that studied the challenges and difficulties faced by students taking games studie...
This paper explores how media education principles can be extended to digital games, and whether the...
Educators and education advocates have recently acknowl-edged that the ability to think systemically...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
The goal of this study is to examine the notion of video game literacy and gaming capital from both ...
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 ...
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 ...
In the past two decades, there has been a steadily increasing interest in the use of games for educa...
It seems like teaching about games should be easy. After all, students enjoy engaging with course co...
It seems like teaching about games should be easy. After all, students enjoy engaging with course co...
Games and gaming have always been an infl uential part of society and culture. Within the last 35 ye...