Bridging Literacies with Videogames

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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.

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Exploring Imaginary Maps
Collaborative World Building in Creative Writing Classes
Pages: 9–27
Students’ Transmedia Storytelling
Building Fantasy Fiction Storyworlds in Videogame Design
Pages: 29–52
Reader, Writer, Gamer
Online Role-Playing Games as Literary Response
Pages: 53–66
Teaching with Club Penguin
Re-creating Children’s School Literacy through Paratexts in the Classroom
Pages: 67–88
Language Games
How Gaming Communities Shape Second-Language Literacy
Pages: 103–127
The Transformative Power of Gaming Literacy
What Can We Learn from Adolescent English Language Learners’ Literacy Engagement in World of Warcraft (WoW)?
Pages: 129–152
Educational Researchers and their students
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