dc.contributor.author |
Abrams,Sandra Schamroth |
|
dc.date.accessioned |
2018-07-31T08:08:06Z |
|
dc.date.available |
2018-07-31T08:08:06Z |
|
dc.date.issued |
2012 |
|
dc.identifier.issn |
2210-1438 |
|
dc.identifier.uri |
https://journal.uob.edu.bh:443/handle/123456789/1632 |
|
dc.description.abstract |
This article draws upon data from two separate qualitative studies of video gaming as a means to highlight the ways that diverse literacies work in concert to mediate adolescents’ learning on and off the screen. The research suggests that the confluence of multimodal literacies that impact gaming can also affect more traditional practices. The nuances of video game and gamified learning provide insight into the innovative and dynamic elements that inform students’ out-of-school learning and potential in-school applications. |
en_US |
dc.language.iso |
en |
en_US |
dc.publisher |
University of Bahrain |
en_US |
dc.rights |
Attribution-NonCommercial-ShareAlike 4.0 International |
* |
dc.rights.uri |
http://creativecommons.org/licenses/by-nc-sa/4.0/ |
* |
dc.source |
International Review of Contemporary Learning Research |
|
dc.subject |
video games |
|
dc.subject |
gamified learning |
|
dc.subject |
diverse literacies |
|
dc.subject |
innovative practices |
|
dc.title |
Video gaming and interconnected meanings: Nuanced learning beyond the screen |
en_US |
dc.type |
Article |
en_US |
dc.identifier.doi |
http://dx.doi.org/10.12785/IRCLR/010101 |
|
dc.abbreviatedsourcetitle |
IRCLR |
|