How do videogame players who are ‘by day’ engaged in formal media and literacy education understand the boundaries between playing, reading and writing in the sphere of ‘Media 2.0’ in relation to the kinds of reading practices they are obliged to be immersed in during formal learning? How might empirical witness to such cultural practices usefully inform current educational policy debates in the United Kingdom in relation to the current ‘Literacy’ and ‘Media Literacy’ agendas and their attendant discourses? This paper presents emergent findings from a qualitative research study undertaken with a small group of 16-17 college students who are regular players of Grand Theft Auto IV. It a...
© Cynthia L. Selfe and Gail E. Hawisher, 2007. In What Video Games Have to Teach Us about Learning a...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Common wisdom often posits that game-playing is the enemy of reading, that it offers one of a pletho...
How do videogame players who are ‘by day’ engaged in formal media and literacy education...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
Increasingly prevalent educational discourses promote the use of video games in schools and universi...
This paper is part of the symposium: Gameplay, gameplayers and gaming capital: Exploring intersectio...
ABSTRACT The claim that video games are replacing literacy activities that is bandied about in the A...
This paper explores how media education principles can be extended to digital games, and whether the...
In the last decades, digital games have moved from niche to mainstream. As more people play, talk ab...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us Abou...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
© Cynthia L. Selfe and Gail E. Hawisher, 2007. In What Video Games Have to Teach Us about Learning a...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Common wisdom often posits that game-playing is the enemy of reading, that it offers one of a pletho...
How do videogame players who are ‘by day’ engaged in formal media and literacy education...
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; S...
Increasingly prevalent educational discourses promote the use of video games in schools and universi...
This paper is part of the symposium: Gameplay, gameplayers and gaming capital: Exploring intersectio...
ABSTRACT The claim that video games are replacing literacy activities that is bandied about in the A...
This paper explores how media education principles can be extended to digital games, and whether the...
In the last decades, digital games have moved from niche to mainstream. As more people play, talk ab...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us Abou...
This dissertation focuses on the ways four academically struggling adolescent males used their video...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
© Cynthia L. Selfe and Gail E. Hawisher, 2007. In What Video Games Have to Teach Us about Learning a...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Common wisdom often posits that game-playing is the enemy of reading, that it offers one of a pletho...