Fostering multimodal analyses of video games: Reflective writing in the middle school

CJ Stufft, S von Gillern - Journal of Adolescent & Adult Literacy, 2021 - Wiley Online Library
This article explores the written reflections and multimodal analyses of 31 middle school
students who engaged with video games as texts. For four consecutive days, students spent …

“To Be, or Not to Be”: Modernizing Shakespeare With Multimodal Learning Stations

M Harvey, A Deuel, R Marlatt - Journal of Adolescent & Adult …, 2020 - Wiley Online Library
In an eighth‐grade English language arts class, 100 students used virtual reality headsets,
augmented reality–capable smartphones, tablets, desktop computers, online scavenger …

Multimodality, learning and decision‐making: children's metacognitive reflections on their engagement with video games as interactive texts

S von Gillern, C Stufft - Literacy, 2023 - Wiley Online Library
This study examines how 31 middle‐school children conducted multimodal analyses of
video games. Over four consecutive days, students played video games for 30 minutes and …

Eğitsel oyun ve işbirlikli öğrenmenin 6. sınıf öğrencilerinin akademik başarılarına, sosyal becerilerine ve öğrenme motivasyonlarına etkisi

E Yıldız, Ö Ağgül, Ş Çalıklar… - Anemon Muş Alparslan …, 2020 - dergipark.org.tr
Araştırmada eğitsel oyun ve işbirlikli öğrenmenin 6. sınıf öğrencilerinin akademik başarıları,
sosyal becerileri ve fen öğrenimi motivasyonları üzerindeki etkilerini belirlemek …

Minecraft and elementary literacy learning: The perspectives and ideas of preservice teachers

S von Gillern, C Stufft, R Marlatt… - Handbook of Research on …, 2022 - igi-global.com
This research examines the perceptions and instructional ideas of preservice teachers as
relates to using Minecraft, a popular video game, to facilitate game-based learning …

A Study on the Effect of Educational Games and Cooperative Learning Applications on Solving Students' Learning Problems

E Yıldız, Ü Şimşek - International Journal of Game-Based Learning …, 2022 - igi-global.com
The aim of this study was to compare the effect of educational game (EG), reading-writing-
game (RWG), reading-writing-application (RWA) and traditional methods on academic …

Investigation of Fifth Grade Students' Perceptions about the Educational Game Method

E Yıldız, Ü Şimşek - Cukurova University Faculty of Education …, 2021 - dergipark.org.tr
This study was carried out to determine students' perceptions of the educational game
method applied in teaching the subject of" Matter and Change", where they have learning …

Communication, cooperation, and competition: Examining the literacy practices of esports teams

S von Gillern - Esports research and its integration in education, 2021 - igi-global.com
While scholars have examined various ways that video games can promote learning and
influence communication, limited research has examined the literacy and communication …

That was then, this is now: Literacy for the 21st Century student

MM Harvey, R Marlatt - Examining the roles of teachers and students …, 2020 - igi-global.com
This chapter focuses on the history and evolution of texts in the 21st century classroom.
Authors explore the similarities and differences between print and digital texts before …

Digital Versus Quantum Computing

T Marwala - The Balancing Problem in the Governance of Artificial …, 2024 - Springer
Quantum computing, a disruptive force in computation, challenges traditional digital
computing. This chapter explores the intricate governance systems required to balance …