A critical review of digital game literacies in the English classroom

A Bacalja - L1-Educational Studies in Language and Literature, 2022 - l1research.org
This paper reviews research into the use of digital games in the L1 English classroom. It
deals specifically with qualitative case study research investigating the potentialities of these …

Gaming literacies: Spatiality, materiality, and analog learning in a digital age

A Garcia - Reading Research Quarterly, 2020 - Wiley Online Library
The author explored the literacy practices in tabletop gaming communities. Focusing on the
role of spatiality and materiality in nondigital contexts, this study broadens how literacies …

[BOK][B] The hidden role of software in educational research: Policy to practice

TL Lynch - 2015 - taylorfrancis.com
Educational research often discounts the uniqueness and ubiquity of software and the
hidden political, economic and epistemological ways it impacts teaching and learning in K …

[PDF][PDF] It's got that power over you”: Negotiating projective identities in the English Classroom

A Bacalja - Game Studies, 2020 - researchgate.net
This paper explores Gee's notion of projective identity, and the extent to which the learning
affordances associated with inhabiting virtual characters can be realised in the context of the …

Video games and virtual reality as classroom literature: Thoughts, experiences, and learning with 8th grade middle school students

MM Harvey - 2018 - search.proquest.com
This qualitative study utilized video games and virtual reality in an eighth-grade public
middle school media literacy elective classroom in which the head researcher was also the …

[BOK][B] Call of duty for adolescent boys: An ethnographic phenomenology of the experiences within a gaming culture

JA Engerman - 2016 - search.proquest.com
While there is plenty of controversy surrounding the assertion that boys struggle in our
education systems and are disengaged,(Voyer & Voyer, 2014; Cleveland, 2011) there is …

Games for boys: A qualitative study of experiences with commercial off the shelf gaming

JA Engerman, M MacAllan… - … technology research and …, 2018 - Springer
Boys are less likely to receive praise and recognition for good schoolwork, to consider
school important, and have fewer opportunities to do the things that they do best (Lopez and …

The struggle with cultural consecration in English: Turning towards youth literacies

A Bacalja - Changing English, 2021 - Taylor & Francis
This paper explores the continued cultural consecration of narrow forms of knowledge and
literate practice in senior Australian English curricula. Despite the prevalence of Personal …

The literacies of a competitive esports team: Livestreaming, VODS, and Mods

HR Gerber - L1-Educational Studies in Language and Literature, 2022 - l1research.org
This article explores a variety of literacy practices that exist with competitive esports, namely
livestreaming, moderating/Mods, and VODs/VODcasting. Nearly two decades of research …

Videogames in and beyond the L1 classroom: Gaming, literacies, and implications for practice

SS Abrams, T Hanghøj - L1-Educational Studies in Language and …, 2022 - vbn.aau.dk
Abstract “Five [adolescent] youth hover around the Nintendo Switch to play a game about
milk-ing a cow. The smell of Doritos permeates the room… youth are sitting against the back …