Skip to content
2018
Volume 101, Issue 2
  • ISSN: 0360-9170
  • E-ISSN: 1943-2402

Abstract

In this column, the author makes the case for using digital game stories in the language arts classroom, juxtaposing exemplary games with more traditional texts.

Loading

Article metrics loading...

/content/journals/10.58680/la202332686
2023-11-01
2024-02-27
Loading full text...

Full text loading...

References

  1. Bacalja A., & Clark K. (2021) Playing with digital game pedagogies. In Peterson M., Yamazaki K., & Thomas M. (Eds.). Digital games and language learning: Theory, development and implementation (pp. 113–36). Bloomsbury.
    [Google Scholar]
  2. Beavis C. (2007) Writing, digital culture and English curriculum. L1 Educational Studies in Language and Literature, 7(4), 23–44.
    [Google Scholar]
  3. Beavis C., & Charles C. (2005) Challenging notions of gendered game play: Teenagers playing The Sims. Discourse: Studies in the Cultural Politics of Education, 26(3), 355–67.
    [Google Scholar]
  4. Burn A. (2021) Literature, videogames and learning. Routledge.
    [Google Scholar]
  5. Gee J. P. (2003) What video games have to teach us about learning and literacy. Palgrave Macmillan.
    [Google Scholar]
  6. Gerber H. R., Abrams S. S., Onwuegbuzie A. J., & Benge C. L. (2014) From Mario to FIFA: What qualitative case study research suggests about games-based learning in a US classroom. Educational Media International, 51(1), 16–34.
    [Google Scholar]
  7. Huizinga J. (1955) Homo ludens: A study of the play-element in culture. Beacon Press.
    [Google Scholar]
  8. Luke A. (2012) Critical literacy: Foundational notes. Theory into practice, 51(1), 4–11.
    [Google Scholar]
  9. Marcon N., & Faulkner J. (2016) Exploring Minecraft as a pedagogy to motivate girls’ literacy practices in the secondary English classroom. English in Australia, 51(1), 63–69.
    [Google Scholar]
  10. Marlatt R. (2018) Get in the game: Promoting justice through a digitised literature study. Multicultural Perspectives, 20(4), 222–28.
    [Google Scholar]
  11. Nash B. L., & Brady R. B. (2021) Video games in the secondary English language arts Classroom: A state-of-the-art review of the literature. Reading Research Quarterly, 57(3), 957–81.
    [Google Scholar]
  12. Oldaker A., Fisher D., & Fink L. (2010) Creating video games in a middle school language arts classroom: A narrative account. Voices from the Middle, 17(3), 19–26.
    [Google Scholar]
  13. Williams R. (1953) The idea of culture. Essays in Criticism, 3(3), 239–66.
    [Google Scholar]
http://instance.metastore.ingenta.com/content/journals/10.58680/la202332686
Loading
/content/journals/10.58680/la202332686
Loading

Data & Media loading...

  • Article Type: Research Article
This is a required field
Please enter a valid email address
Approval was a Success
Invalid data
An Error Occurred
Approval was partially successful, following selected items could not be processed due to error