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Bridging Literacies with Videogames

  • Book
  • © 2014

Overview

  • This book offers another way to examine literacy and language learning, highlighting multiple approaches to bridge the field of literacy studies with game studies, providing empirical support and rationales for literacy and language teaching with videogames in diverse contexts.

Part of the book series: Gaming Ecologies and Pedagogies Series (GEAPS)

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Table of contents (11 chapters)

  1. (Re)Creating Worlds and Texts

  2. Massive Multiplayer Second Language Learning

  3. Videogames and Classroom Learning

Keywords

About this book

Bridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: • re-creating worlds and texts • massive multiplayer second language learning • videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame.

Editors and Affiliations

  • Sam Houston State University, Texas, USA

    Hannah R. Gerber

  • St. John’s University, New York, USA

    Sandra Schamroth Abrams

Bibliographic Information

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