Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: ac re-creating worlds and texts ac massive multiplayer second language learning ac videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.... Webb, 2012), the concept of videogaming and classroom learning still receives resistance. ... to acknowledge videogaming as a legitimate literacy practice, and, as noted in David Thomas, Kyle Orland, and Scott Steinberga#39;s The Videogame Style Guide and Reference Manual (2007). ... From Mario to FIFA: What qualitative case study research suggests about games-based learning in a U.S. classroom.
|Title||:||Bridging Literacies with Videogames|
|Author||:||Hannah R. Gerber, Sandra Schamroth Abrams|
|Publisher||:||Springer - 2014-09-23|