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Video gaming and interconnected meanings: Nuanced learning beyond the screen

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dc.contributor.author Abrams,Sandra Schamroth
dc.date.accessioned 2018-07-31T08:08:06Z
dc.date.available 2018-07-31T08:08:06Z
dc.date.issued 2012
dc.identifier.issn 2210-1438
dc.identifier.uri https://journal.uob.edu.bh:443/handle/123456789/1632
dc.description.abstract This article draws upon data from two separate qualitative studies of video gaming as a means to highlight the ways that diverse literacies work in concert to mediate adolescents’ learning on and off the screen. The research suggests that the confluence of multimodal literacies that impact gaming can also affect more traditional practices. The nuances of video game and gamified learning provide insight into the innovative and dynamic elements that inform students’ out-of-school learning and potential in-school applications. en_US
dc.language.iso en en_US
dc.publisher University of Bahrain en_US
dc.rights Attribution-NonCommercial-ShareAlike 4.0 International *
dc.rights.uri http://creativecommons.org/licenses/by-nc-sa/4.0/ *
dc.source International Review of Contemporary Learning Research
dc.subject video games
dc.subject gamified learning
dc.subject diverse literacies
dc.subject innovative practices
dc.title Video gaming and interconnected meanings: Nuanced learning beyond the screen en_US
dc.type Article en_US
dc.identifier.doi http://dx.doi.org/10.12785/IRCLR/010101
dc.abbreviatedsourcetitle IRCLR


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