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Video gaming and interconnected meanings : nuanced learning beyond the screen

[Abstract] 
Type Article
Document no. 118187
Author Abrams, Sandra Schamroth. St. John’s University, New York, USA.
Pages pp. 1-8
Host Item Entry International Review of Contemporary Learning Research. . Vol.1, no. 1, 2012
Electronic Location Full text (PDF)  PDF
Descriptors Educational games  -  Learning strategies  -  Educational technology
Language of document English
Country Bahrain
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-ofschool learning and potential in-school applications. (Published Abstract)

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Cite   (APA) Style Always review your references for accuracy and make any necessary corrections before using:
Abrams, Sandra Schamroth.. (2012). Video gaming and interconnected meanings : nuanced learning beyond the screen. International Review of Contemporary Learning Research. Vol.1, no. 1, 2012. pp. 1-8 Retrieved from search.shamaa.org