Abstract. Many new literacies efforts promote creative media production as a way to foster youth ’ literate engagement with digital media. Those interested in gaming literacies view game design as a way to engage youth in reflective and critical reading of the gaming culture. In this paper, we propose the concept of “gaming fluencies ” to promote game design as a context in which youth not only learn to read but also to produce digital media in creative ways. Gaming fluencies also present the added benefit of addressing equity issues of participation in the new media literacy landscape. We report on an ethnographic study that documented urban youth producing digital games in a design studio in a community technology center. Our analyses foc...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
Research into the cognitive and learning processes that occur during video game play is growing in p...
Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us Abou...
Many recent efforts to promote new literacies involve the promotion of creative media production as ...
In this paper we articulate an alternative approach to look at video games and learning to become a ...
ABSTRACT This article addresses practices of textual appropriation in computer games made by young p...
Few spaces exist in schools that require students to research, play and design digital games. This p...
alicerobison.org Gaming literacies are collections of activities, ways of thinking and participating...
While the digital game industry is one of the largest, most popular, and profitable form of entertai...
In this paper, we will present findings from the first twelve months of a research and development p...
Educators and education advocates have recently acknowl-edged that the ability to think systemically...
This paper explores how media education principles can be extended to digital games, and whether the...
ABSTRACT: This article presents an overview of how the popular “3-Cs” model (creative, critical and ...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
Research into the cognitive and learning processes that occur during video game play is growing in p...
Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us Abou...
Many recent efforts to promote new literacies involve the promotion of creative media production as ...
In this paper we articulate an alternative approach to look at video games and learning to become a ...
ABSTRACT This article addresses practices of textual appropriation in computer games made by young p...
Few spaces exist in schools that require students to research, play and design digital games. This p...
alicerobison.org Gaming literacies are collections of activities, ways of thinking and participating...
While the digital game industry is one of the largest, most popular, and profitable form of entertai...
In this paper, we will present findings from the first twelve months of a research and development p...
Educators and education advocates have recently acknowl-edged that the ability to think systemically...
This paper explores how media education principles can be extended to digital games, and whether the...
ABSTRACT: This article presents an overview of how the popular “3-Cs” model (creative, critical and ...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
Research into the cognitive and learning processes that occur during video game play is growing in p...
Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us Abou...