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Learning and Gaming in an Australian Classroom

Bibliographic Data

ID15015708
AuthorsGerard J Altura (corresponding author), Jen Scott Curwood (0000-0003-0995-2078)
Year2015
Volume59
Issue1
Pages25-27
Publication date2015-07-01
Open AccessYes
TypeARTICLE
VenueJournal of Adolescent & Adult Literacy (JOURNAL)
Journal identifiersISSN: 1081-3004 • E-ISSN: 1936-2706
PublisherWiley (PUBLISHER • GB)
DOI10.1002/jaal.438
OpenAlexW2254523936
LanguageEN
Citations received2
References cited8

Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games‐based class encouraged student learning and motivated students to develop advanced literacy skills, including critical analysis, creative writing, and programming

Class (philosophy · Critical thinking · Focus (optics · Literacy · Mathematics education · Pedagogy · Child Development and Digital Technology · Computer Science · Educational Games and Gamification · Literacy, Media, and Education · Psychology

  • Accessibility in video gaming

    Open Access•Sam von Gillern, Brady L Nash•Journal of Adolescent & Adult…•2023

  • Video Games in the Secondary English Language Arts Classroom

    Open Access•Brady L Nash, Randi Beth Brady•Reading Research Quarterly•2022

  • Multimodality and Literacy in School Classrooms

    Open Access•Carey Jewitt•Review of Research in Education•2008

  • Games as Text, Games as Action

    Open Access•Catherine Beavis•Journal of Adolescent & Adult…•2014

  • Video Games and Digital Literacies

    Open Access•Constance Steinkuehler•Journal of Adolescent & Adult…•2010

  • Is the Video Game a Cultural Vehicle

    Open Access•Chi-Ying Chen, Chi‐Ying Chen•Games and Culture•2013

Citations per year0.5
Citation span2022 - 2023 (2)
Highly citedNo

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