The capacity of video games to engage and challenge players through increasingly complex and demanding stages and the range of cognitive, linguistic, and sociocultural practices generated by games and game play have led to increased interest in the use and study of video games in schools. Views of digital games as “hard fun” or “serious play” have important implications for education, problematizing assumptions about what students can and might be asked to do, about teaching and learning, and about the ways in which curriculum is resourced and organized. To fully capitalize on games’ potential to enrich learning, the nature of play, the kinds of play entailed in playing games of varying genres, the experience o...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
The penetration of video games in media consumption behaviors is statistically very significant all ...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
Children, teenagers and young people today live in a world profoundly influenced by technology and d...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
The modern development of the gaming space is often seen through the prism of the attractiveness and...
<i>Literacy, Learning, and Digital Games</i> is a comprehensive account of the possibilities and cha...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
This paper explores how media education principles can be extended to digital games, and whether the...
Literacy, Learning, and Digital Games is a comprehensive account of the possibilities and challenges...
There are high expectations of the educational value of online games and immersive, virtual worlds. ...
For this research, four high school aged teenagers participated in an intensive one week video gamin...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
Teachers, parents, media, government, and politicians are anxious about the psychological, isolation...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
The penetration of video games in media consumption behaviors is statistically very significant all ...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...
Children, teenagers and young people today live in a world profoundly influenced by technology and d...
Nowadays, students are significantly influenced by the digital era and are constantly handling digit...
The modern development of the gaming space is often seen through the prism of the attractiveness and...
<i>Literacy, Learning, and Digital Games</i> is a comprehensive account of the possibilities and cha...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
This paper explores how media education principles can be extended to digital games, and whether the...
Literacy, Learning, and Digital Games is a comprehensive account of the possibilities and challenges...
There are high expectations of the educational value of online games and immersive, virtual worlds. ...
For this research, four high school aged teenagers participated in an intensive one week video gamin...
The gaming market has become the fastest growing market for leisure and is one of the most popular f...
Teachers, parents, media, government, and politicians are anxious about the psychological, isolation...
There is considerable interest in leveraging video games to support students’ motivation. This invol...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
The penetration of video games in media consumption behaviors is statistically very significant all ...
The popularity of entertainment gaming over the last decades has led to the use of games for non-ent...