Earl Aguilera
Biographic Data
| ID | 3983738 |
|---|---|
| NAME | Earl Aguilera |
| GIVEN NAMES | Earl |
| FAMILY NAME | Aguilera |
| SIGNATURE | AGUILERA E |
| AFFILIATIONS | California State University, East Bay |
| ORCID | 0000-0002-3694-1406 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 8 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Inquiries Across Time and Space to Deepen and Broaden Our Understandings of Literacy
Strengthening Critical Literacies and Language Learning Across Online, Classroom, and Community Contexts
Debunking Deficit Ideologies and Recruiting Diverse Students’ Repertoires for Reading and Other Literate Engagements
Looking Closely to Understand Literacy More Deeply
Marks, Metaphors, and Testimonios
Board game design
Framing, implementing, and engaging youth in authentic scientific inquiry are highly valued in science education; however, we have very limited knowledge of the nature and use of tools that accomplish these. Therefore, we proposed that board game design is a meaningful tool for engaging youth in understanding environmental issues. We reported findings from an educational board game design workshop based on real world issues for teens aged 13–17 y…
Writing the rules
This article uses a lens of procedural literacies to theorize youth practices of digital game-playing, modification, and creation as digital writing. The concept of procedurality describes the ways that videogames and other digital media are composed of systems of processes—computational or otherwise, which define these artifacts in form, function, and cultural expression. Drawing on examples of children's game-making in library-based computer pr…
Centering First‐Generation College Students’ Lived Experiences Through Critical Digital Storytelling
The authors featured in this department column share instructional practices that support transformative literacy teaching and disrupt “struggling reader” and “struggling writer” labels
Writing the rules
This article uses a lens of procedural literacies to theorize youth practices of digital game-playing, modification, and creation as digital writing. The concept of procedurality describes the ways that videogames and other digital media are composed of systems of processes—computational or otherwise, which define these artifacts in form, function, and cultural expression. Drawing on examples of children's game-making in library-based computer pr…
Centering First‐Generation College Students’ Lived Experiences Through Critical Digital Storytelling
The authors featured in this department column share instructional practices that support transformative literacy teaching and disrupt “struggling reader” and “struggling writer” labels
Board game design
Framing, implementing, and engaging youth in authentic scientific inquiry are highly valued in science education; however, we have very limited knowledge of the nature and use of tools that accomplish these. Therefore, we proposed that board game design is a meaningful tool for engaging youth in understanding environmental issues. We reported findings from an educational board game design workshop based on real world issues for teens aged 13–17 y…
Writing the rules
This article uses a lens of procedural literacies to theorize youth practices of digital game-playing, modification, and creation as digital writing. The concept of procedurality describes the ways that videogames and other digital media are composed of systems of processes—computational or otherwise, which define these artifacts in form, function, and cultural expression. Drawing on examples of children's game-making in library-based computer pr…
Debunking Deficit Ideologies and Recruiting Diverse Students’ Repertoires for Reading and Other Literate Engagements
Looking Closely to Understand Literacy More Deeply
Marks, Metaphors, and Testimonios
Inquiries Across Time and Space to Deepen and Broaden Our Understandings of Literacy
Strengthening Critical Literacies and Language Learning Across Online, Classroom, and Community Contexts
Literacy, Media, and Education (6 works) · Pedagogy (6 works) · Literacy (5 works) · Mathematics education (5 works) · Psychology (5 works) · Sociology (5 works) · Adult literacy (2 works) · Art (2 works) · Computer Science (2 works) · Multilingual Education and Policy (2 works)