Social media and students' wellbeing: An empirical analysis during the covid-19 pandemic

H Tkáčová, M Pavlíková, Z Jenisová, P Maturkanič… - Sustainability, 2021 - mdpi.com
Various forms of social media (SM) appear to be very popular among young people
because they provide information and entertainment, including a wide range of web …

What digital games and literacy have in common: a heuristic for understanding pupils' gaming literacy

T Apperley, C Walsh - Literacy, 2012 - Wiley Online Library
This article argues that digital games and school‐based literacy practices have much more
in common than is reported in the research literature. We describe the role digital game …

A model for critical games literacy

T Apperley, C Beavis - E-learning and Digital Media, 2013 - journals.sagepub.com
This article outlines a model for teaching both computer games and videogames in the
classroom for teachers. The model illustrates the connections between in-game actions and …

Games as text, games as action: Video games in the English classroom

C Beavis - Journal of Adolescent & Adult Literacy, 2014 - Wiley Online Library
Contemporary views of literacy, and of English and Language Arts curriculum recognise the
importance of digital culture and communication forms in many young people's lives and the …

[PDF][PDF] Innovative learning environments research study

J Blackmore, D Bateman, A Cloonan… - Victoria: Department of …, 2011 - academia.edu
A growing body of educational research has indicated that we have reached the limits of
educational reform with current strategies (Dumont and Istance 2010; Allegre and Ferrer …

Let's Play: Exploring literacy practices in an emerging videogame paratext

C Burwell, T Miller - E-Learning and Digital Media, 2016 - journals.sagepub.com
This article explores the literacy practices associated with Let's Play videos (or LPs) on
YouTube. A hybrid of digital gaming and video, LPs feature gameplay footage accompanied …

Analysing digital educational games with the Games as Action, Games as Text framework

LC Jackson, J O'Mara, J Moss, AC Jackson - Computers & Education, 2022 - Elsevier
At the turn of the millennium, digital games researcher Marc Prensky sought to turn many of
the prevailing assumptions about young people on their head. Prensky argued that being …

Postdigital videogames literacies: thinking with, through, and beyond James Gee's learning principles

A Bacalja, TP Nichols, B Robinson, I Bhatt… - Postdigital Science and …, 2024 - Springer
This article is a collective response to the 2003 iteration of James Paul Gee's What Video
Games Have to Teach Us About Learning and Literacy. Gee's book, a foundational text for …

Playing video games: Learning and information literacy

S Gumulak, S Webber - Aslib Proceedings, 2011 - emerald.com
Purpose–This paper aims to identify what motivates young people to play video games, and
the extent to which video games are perceived as facilitating learning and information …

Layering literacies and metagaming in counter strike: Global offensive

E Kiourti - L1-Educational Studies in Language and Literature, 2022 - l1research.org
The primary purpose of this ethnographic research is to explore what literacy practices
unfold through and beyond gaming, how metagaming is conceptualized and how …