Sam von Gillern
Biographic Data
| ID | 6511445 |
|---|---|
| NAME | Sam von Gillern |
| GIVEN NAMES | Sam |
| FAMILY NAME | von Gillern |
| SIGNATURE | VON GILLERN S |
| AFFILIATIONS | University of Missouri |
| ORCID | 0000-0001-6961-4236 |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 9 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
A Survey of Literacy and Social Studies Educators via the Teachers′ Perceptions of Digital Citizenship Scale (T‐Pods)
Given the vast amount of time that children spend online and utilizing digital technologies, it is important to understand educators′ views on how children can responsibly and effectively participate in digital spaces. This research utilizes a survey design approach to investigate the perceptions of 860 literacy and social studies teachers in the United States using the Teachers′ Perceptions of Digital Citizenship Scale (T‐PODS). This validated i…
Informal Social-Emotional Learning in Gaming Affinity Spaces
Background Over the past few years, there has been extensive discussion and research on social-emotional learning (SEL) in formal educational settings. However, there is limited research on SEL in informal learning contexts, including online sites such as gaming affinity spaces. Aim This qualitative study aimed to investigate the social-emotional competencies demonstrated by players in a Reddit discussion board focused on Elden Ring, a video game…
An examination of teachers’ views on video games and learning
How students can be effective citizens in the digital age
As teachers are purveyors of digital citizenship and their perspectives influence classroom practice, it is important to understand teachers' views on digital citizenship. This study establishes the Teachers' Perceptions of Digital Citizenship Scale (T‐PODS) as a survey instrument for scholars to investigate educators' views on digital citizenship for their students. Drawing upon existing research, a theorized model of digital citizenship was dev…
Super Smash Sisters
This study investigates how young elementary children engage with conceptions of gender in connection to video gameplay in the language arts classroom. During a three-week unit on video game literacies in a multiage lab school, children learned about, played, discussed, and wrote about video games. Student writing, game reviews, and literature discussion transcripts illuminated critical thinking around gender in connection to video games when exp…
Accessibility in video gaming
Scholars in recent years have explored the connections between video games, literacy, and learning. Research illustrates that video games can serve as texts for engagement and analysis in English language arts classrooms. Scholars have also demonstrated how games themselves effectively integrate a complex array of learning principles that help players understand and progress in the game. In this article, we explore how recent efforts in game desi…
I think I Get Why y’all do this Now”
The purpose of this study was to understand how players reckon with relentlessly challenging video games by exploring their interactions in a game-specific affinity space. The authors conducted a qualitative thematic analysis of a focal discussion thread on r/EldenRing, a Reddit community, to examine how players lend each other support in response to the game's mechanical, affective, and interpretive difficulty. The findings demonstrate how affin…
Media literacy, digital citizenship and their relationship
Fostering Multimodal Analyses of Video Games
This article explores the written reflections and multimodal analyses of 31 middle school students who engaged with video games as texts. For four consecutive days, students spent 30 minutes playing video games and then 30 minutes writing reflections on their experiences and perceptions, resulting in 124 total reflections. Students focused on how they interpreted multimodal symbols within video games to comprehend, learn, and make decisions durin…
Fostering Multimodal Analyses of Video Games
This article explores the written reflections and multimodal analyses of 31 middle school students who engaged with video games as texts. For four consecutive days, students spent 30 minutes playing video games and then 30 minutes writing reflections on their experiences and perceptions, resulting in 124 total reflections. Students focused on how they interpreted multimodal symbols within video games to comprehend, learn, and make decisions durin…
Super Smash Sisters
This study investigates how young elementary children engage with conceptions of gender in connection to video gameplay in the language arts classroom. During a three-week unit on video game literacies in a multiage lab school, children learned about, played, discussed, and wrote about video games. Student writing, game reviews, and literature discussion transcripts illuminated critical thinking around gender in connection to video games when exp…
Accessibility in video gaming
Scholars in recent years have explored the connections between video games, literacy, and learning. Research illustrates that video games can serve as texts for engagement and analysis in English language arts classrooms. Scholars have also demonstrated how games themselves effectively integrate a complex array of learning principles that help players understand and progress in the game. In this article, we explore how recent efforts in game desi…
I think I Get Why y’all do this Now”
The purpose of this study was to understand how players reckon with relentlessly challenging video games by exploring their interactions in a game-specific affinity space. The authors conducted a qualitative thematic analysis of a focal discussion thread on r/EldenRing, a Reddit community, to examine how players lend each other support in response to the game's mechanical, affective, and interpretive difficulty. The findings demonstrate how affin…
Media literacy, digital citizenship and their relationship
Informal Social-Emotional Learning in Gaming Affinity Spaces
Background Over the past few years, there has been extensive discussion and research on social-emotional learning (SEL) in formal educational settings. However, there is limited research on SEL in informal learning contexts, including online sites such as gaming affinity spaces. Aim This qualitative study aimed to investigate the social-emotional competencies demonstrated by players in a Reddit discussion board focused on Elden Ring, a video game…
An examination of teachers’ views on video games and learning
How students can be effective citizens in the digital age
As teachers are purveyors of digital citizenship and their perspectives influence classroom practice, it is important to understand teachers' views on digital citizenship. This study establishes the Teachers' Perceptions of Digital Citizenship Scale (T‐PODS) as a survey instrument for scholars to investigate educators' views on digital citizenship for their students. Drawing upon existing research, a theorized model of digital citizenship was dev…
A Survey of Literacy and Social Studies Educators via the Teachers′ Perceptions of Digital Citizenship Scale (T‐Pods)
Given the vast amount of time that children spend online and utilizing digital technologies, it is important to understand educators′ views on how children can responsibly and effectively participate in digital spaces. This research utilizes a survey design approach to investigate the perceptions of 860 literacy and social studies teachers in the United States using the Teachers′ Perceptions of Digital Citizenship Scale (T‐PODS). This validated i…
Computer Science (8 works) · Psychology (8 works) · Pedagogy (7 works) · Mathematics education (6 works) · Literacy (5 works) · Literacy, Media, and Education (5 works) · Multimedia (5 works) · Child Development and Digital Technology (4 works) · Digital Games and Media (4 works) · Impact of Technology on Adolescents (4 works)