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      Studying Gaming Literacies

      Theories to Inform Classroom Practice

      AvAntero Garcia

      Inbunden, Engelska, 2020

      Del 3 i serien Gaming Ecologies and Pedagogies Series

      1 781 kr

      Beställningsvara. Skickas inom 5-8 vardagar. Fri frakt över 249 kr.

      Beskrivning

      Recognizing the vast numbers of old and young people alike that interact, socialize, and learn through gameplay, this book explores research approaches to games, their literacies, and the pedagogical possibilities of play. Consequentially, this volume is rooted in the idea that powerful forms of learning, communication, and multimodal production occur through and because of gaming. These profound literacy practices can mirror traditional literacies but the educational field’s approach to engaging in a pedagogy of playful literacies has been largely scattershot. By bringing together diverse voices, contexts, and research designs, the chapters in this volume present a snapshot of 21st century literacy practices at work and at play.Organized into two parts, Studying Gaming Literacies explores the rich methodological approaches to gaming literacies scholarship as well as the possibilities of engaging in research in both classrooms and informal learning settings. With a robust set of context-specific approaches, this book acts less as a how-to manual for equity-driven scholarship than as a companion to support and undergird other research and pedagogical approaches to play and gaming in literacy-rich learning environments.Focused on presenting scholarly approaches to gaming research, this volume, too, presents pedagogical takeaways for educators, for students, and for game designers and curators. Across the seven case studies presented in this volume, we call for intentional playful practices in educational research. The literacies of play are myriad and complex and – particularly in the name of educational equity – they demand to be studied, uplifted, and leveraged for academic achievement.Contributors are: Jolynn Asato, Ali Carr-Chellman, Sebastián Castaño, Laura D’Aveta, Jennifer S. Dail, Jason Engerman, James Paul Gee, Robert Hein, Michael Hernandez, Ellen Middaugh, Raúl Alberto Mora , Shannon Mortimore-Smith, Tyrone Steven Orrego, Daniel Ramírez, Nate Turcotte, Shelbie Witte, and Jennifer Wyld.

      Produktinformation

      • Utgivningsdatum:2020-04-09
      • Mått:155 x 235 x 10 mm
      • Vikt:314 g
      • Format:Inbunden
      • Språk:Engelska
      • Serie:Gaming Ecologies and Pedagogies Series
      • Antal sidor:110
      • Förlag:Brill
      • ISBN:9789004429833

      Utforska kategorier

      • Språkundervisning och språkinlärning inom Språk och ordböcker
      • Pedagogisk metodik inom Psykologi och pedagogik
      • Material och digital teknik i undervisningen inom Psykologi och pedagogik

      Mer om författaren

      Antero Garcia is an Assistant Professor in the Graduate School of Education at Stanford University. Prior to completing his Ph.D., Antero was an English teacher at a public high school in South Central Los Angeles.Shelbie Witte, Ph.D. (2008), Kansas State University, is the Watson Endowed Chair and Professor of Adolescent Literacy and English Education at Oklahoma State University, where she directs the OSU Writing Project and the Initiative for 21st Century Literacies Research. She has published extensively on the intersections of pedagogy and technology.Jennifer S. Dail, Kennesaw State University, is a Professor of English Education and directs the Kennesaw Mountain Writing Project. She has published multiple articles and co-edited two books, including Young Adult Literature and the Digital World: Textual Engagement through Visual Literacy (Rowman & Littlefield, 2018).

      Innehållsförteckning

      • ForewordDonna E. AlvermannList of FiguresNotes on ContributorsIntroduction: Gaming Literacies and the Boundaries of PlayAntero Garcia, Jennifer S. Dail and Shelbie WittePART 1: Methodological Investigations in Literacies ResearchIntroduction to Part 1: Methodological Investigations in Literacies ResearchAntero Garcia, Jennifer S. Dail and Shelbie Witte1 Inform, Perform, Transform: Modeling In-School Youth Participatory Action Research through GameplayAntero Garcia2 How Youth Can Use Gaming as an Act of CreationJennifer Wyld3 Digital Literacy Practices for a Gaming Generation: Commercial Gaming Lessons from Adolescent GamersJason A. Engerman, Robert Hein, Nate Turcotte and Alison Carr-Chellman4 Literacies of Play: Blazing the Trail, Unchartered Territories, and Hurrying Up – #TeamLaV’s Interview with James Paul GeeRaúl Alberto Mora, James Paul Gee, Michael Hernandez, Sebastián Castaño, Tyrone Steven Orrego and Daniel RamírezPART 2: Playful ExplorationsIntroduction to Part 2: Playful ExplorationsAntero Garcia, Jennifer S. Dail and Shelbie Witte5 Building Civic Literacy in the English Language Arts through Geospatial PlayEllen Middaugh and Jolynn A. Asato6 Projective Worlds: Minecraft and McalagaësiaLaura D’Aveta7 Literacy Practice and Play: Participatory Culture in the MMORPG, FFXIV: A Realm RebornShannon R. Mortimore-SmithIndex
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