This chapter discusses the multi literacy practices children undertake when participating in the digital game Mine craft, and through watching YouTube Let’s Play videos in which other players commentate their own game play. Peer pedagogies is introduced as a way to explain how knowledge is exchanged through these multi literacy practices. The chapter brings together three related ideas: (1) Mine craft is a digital platform for the production of content that is circulated on other digital platforms, particularly YouTube, by social media entertainers like Let’s Players; (2) the relationship between Let’s Players and their fans is one in which there is less social distance than in formal pedagogical relationships, enabling forms of peer pedago...
Minecraft is a phenomenon amongst school-aged children and has become one of the most popular video ...
This critical literature review examines how sandbox video games like Minecraft can develop 21st cen...
The aim of this study is to investigate children’s out-of-school learning in digital gaming communi...
The digital game Minecraft is a popular shared experience for many children around the world and arg...
This book investigates how a popular new entertainment genre on YouTube is also a site of learning f...
The chapter suggests Minecraft can usefully be thought of as a media production platform that enable...
This article aims to contribute new knowledge about the media literacies children assemble as they p...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
This study seeks greater understanding of how digital games can be implemented in English teaching, ...
Language and literacy developed through playing in digital worlds are part of the out-of-school expe...
This chapter explores the popular game Minecraft (Mojang 2011) as a location of ‘impassioned l...
This qualitative case study reports the Four Resource Model (FRM) reading practices used by a millen...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...
© 2021 Jane MavoaThis thesis is about children’s digital play and the contexts in which it occurs. I...
A book review of Michael Dezuanni's Peer Pedagogies on Digital Platforms: Learning With Minecraft Le...
Minecraft is a phenomenon amongst school-aged children and has become one of the most popular video ...
This critical literature review examines how sandbox video games like Minecraft can develop 21st cen...
The aim of this study is to investigate children’s out-of-school learning in digital gaming communi...
The digital game Minecraft is a popular shared experience for many children around the world and arg...
This book investigates how a popular new entertainment genre on YouTube is also a site of learning f...
The chapter suggests Minecraft can usefully be thought of as a media production platform that enable...
This article aims to contribute new knowledge about the media literacies children assemble as they p...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
This study seeks greater understanding of how digital games can be implemented in English teaching, ...
Language and literacy developed through playing in digital worlds are part of the out-of-school expe...
This chapter explores the popular game Minecraft (Mojang 2011) as a location of ‘impassioned l...
This qualitative case study reports the Four Resource Model (FRM) reading practices used by a millen...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...
© 2021 Jane MavoaThis thesis is about children’s digital play and the contexts in which it occurs. I...
A book review of Michael Dezuanni's Peer Pedagogies on Digital Platforms: Learning With Minecraft Le...
Minecraft is a phenomenon amongst school-aged children and has become one of the most popular video ...
This critical literature review examines how sandbox video games like Minecraft can develop 21st cen...
The aim of this study is to investigate children’s out-of-school learning in digital gaming communi...