[KNIHA][B] Digital games and learning: Research and theory

N Whitton - 2014 - taylorfrancis.com
In recent years, there has been growing interest in the use of digital games to enhance
teaching and learning at all educational levels, from early years through to lifelong learning …

[KNIHA][B] Online gaming in context: The social and cultural significance of online games

G Crawford, VK Gosling, B Light - 2013 - api.taylorfrancis.com
There is little question of the social, cultural and economic importance of video games in the
world today, with gaming now rivalling the movie and music sectors as a major leisure …

Other‐repetition as a resource for participation in the activity of playing a video game

AP Marsh, L Tainio - The Modern Language Journal, 2009 - Wiley Online Library
This article offers an empirically based contribution to the growing body of studies using
Conversation Analysis (CA) as a tool for analyzing second/foreign language learning in and …

[KNIHA][B] The Routledge dance studies reader

JR Giersdorf, J O'Shea, Y Wong - 2002 - taylorfrancis.com
The Routledge Dance Studies Reader represents the range and diversity of writings from
the 1980s and 1990s, providing contemporary perspectives on ballet, modern dance …

The economics of free: Freemium games, branding and the impatience economy

E Evans - Convergence, 2016 - journals.sagepub.com
The gaming industry has seen dramatic change and expansion with the emergence of
'casual'games that promote shorter periods of gameplay. Free to download, but structured …

Collaborative game‐play as a site for participation and situated learning of a Second Language

A Piirainen–Marsh, L Tainio - Scandinavian Journal of Educational …, 2009 - Taylor & Francis
This paper addresses additional language learning as rooted in participation in the social
activity of collaborative game‐play. Building on a social‐interactional view of learning, it …

[PDF][PDF] The effective integration of digital games and learning content

MPJ Habgood - 2007 - edutainment.pbworks.com
This thesis is concerned with how the coveted user-engagement of digital games can be
usefully harnessed for educational goals. Educational software has traditionally used …

Asymmetries of knowledge and epistemic change in social gaming interaction

A Piirainen–Marsh, L Tainio - The Modern Language Journal, 2014 - Wiley Online Library
While a growing number of studies investigate the role of knowledge and interactional
management of knowledge asymmetries in conversation analysis, the epistemic …

Game scenes: Theorizing digital game audiences

VK Gosling, G Crawford - Games and Culture, 2011 - journals.sagepub.com
This article develops and expands on earlier work of the authors, which posits the idea of
considering gamers as a (media) audience—enabling parallels to be drawn with wider …

All work and no play makes for a dull museum visitor

RS Grenier - New directions for adult and continuing education, 2010 - Wiley Online Library
All work and no play makes for a dull museum visitor Page 1 Drawing from a constructivist
view of learning and play research, the author explores the potential of play in the unique …