Language and literacy developed through playing in digital worlds are part of the out-of-school experiences that students bring to their classrooms. Whilst playing online they communicate through a myriad of ways with people from other locations globally to compete, build and collaborate. The literature discusses the way this leads to friendships with children from other cultures and languages and the development of ways of being and associated capital in the play-based worlds they are in. It also discusses the changes in agency this brings to the role of the "child" in these worlds and the literacy required for successful participation in social and academic contexts. Given that agency is core to students' success in learning, the research...
This qualitative case study reports the Four Resource Model (FRM) reading practices used by a millen...
This research examines the ingenious activity, relationships, and power dynamics that mediate learni...
This thesis explores the agentic potential of gaming practices for young people. Manuel Castells’ (1...
This article aims to contribute new knowledge about the media literacies children assemble as they p...
This study seeks greater understanding of how digital games can be implemented in English teaching, ...
© 2021 Jane MavoaThis thesis is about children’s digital play and the contexts in which it occurs. I...
The chapter suggests Minecraft can usefully be thought of as a media production platform that enable...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
This thesis explores the themes of technology, talk, playfulness and creative learning. The study in...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
This study concerns itself with the relationship between game design and emergent social behaviour i...
The digital game Minecraft is a popular shared experience for many children around the world and arg...
The aim of this study is to investigate children’s out-of-school learning in digital gaming communi...
Our work details the process by which a young gamer accesses information and social resources in gam...
This qualitative case study reports the Four Resource Model (FRM) reading practices used by a millen...
This research examines the ingenious activity, relationships, and power dynamics that mediate learni...
This thesis explores the agentic potential of gaming practices for young people. Manuel Castells’ (1...
This article aims to contribute new knowledge about the media literacies children assemble as they p...
This study seeks greater understanding of how digital games can be implemented in English teaching, ...
© 2021 Jane MavoaThis thesis is about children’s digital play and the contexts in which it occurs. I...
The chapter suggests Minecraft can usefully be thought of as a media production platform that enable...
The aim of this study is to contribute with knowledge about children’s out-of-school learning in dig...
Australian children are increasingly using the Internet to access virtual worlds, which are simulate...
This thesis explores the themes of technology, talk, playfulness and creative learning. The study in...
This presentation argues it is necessary to expand beyond socio-cultural and ‘multimodal’ approaches...
This study concerns itself with the relationship between game design and emergent social behaviour i...
The digital game Minecraft is a popular shared experience for many children around the world and arg...
The aim of this study is to investigate children’s out-of-school learning in digital gaming communi...
Our work details the process by which a young gamer accesses information and social resources in gam...
This qualitative case study reports the Four Resource Model (FRM) reading practices used by a millen...
This research examines the ingenious activity, relationships, and power dynamics that mediate learni...
This thesis explores the agentic potential of gaming practices for young people. Manuel Castells’ (1...