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001 BRILL9789462096684
003 nllekb
005 20260610105140.0
007 cr un uuuua
008 191130s2014 ne sb 001 0 eng d
020 _a9789462096684
_q(electronic book)
020 _z9789462096677
_q(print)
024 7 _a10.1007/978-94-6209-668-4
_2DOI
035 _a(OCoLC)892162202
040 _aNL-LeKB
_cNL-LeKB
_erda
050 4 _aLB1029.G3
072 7 _aJN
_2bicssc
072 7 _aEDU
_x000000
_2bisacsh
082 0 4 _a371.33/7
_223
245 0 0 _aBridging Literacies with Videogames /
_cEdited by Hannah R. Gerber; Sandra Schamroth Abrams.
264 1 _aLeiden;
_aBoston :
_bBrill | Sense,
_c2014.
300 _a1 online resource
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_2rdacarrier
490 1 _aGaming Ecologies and Pedagogies Series ;
_v1
490 1 _aEducational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001
505 0 0 _aPreliminary Material /
_rHannah R. Gerber and Sandra Schamroth Abrams -- Bridging Literacies /
_rSandra Schamroth Abrams and Hannah R. Gerber -- Exploring Imaginary Maps /
_rTrent Hergenrader -- Students’ Transmedia Storytelling /
_rRyan M. Rish -- Reader, Writer, Gamer /
_rJen Scott Curwood -- Teaching with Club Penguin /
_rAnne Burke -- Massively Multiplayer Online Gaming and English Language Learning /
_rJason Yj Lee and Charlotte Pass -- Language Games /
_rJavier Corredor and Matthew Gaydos -- The Transformative Power of Gaming Literacy /
_rZhuo Li , Chu-Chuan Chiu and Maria R. Coady -- Reviewing the Content of Videogame Lesson Plans Available to Teachers /
_rMary Rice -- Collaborative Videogame and Curriculum Design for Language and Literacy Learning /
_rLan Ngo , Nora A. Peterman and Susan Goldstein -- Writing in Virtual Worlds: Scratch Programming as Multimodal Composing Practice in the Language Arts Classroom /
_rJulie Warner -- Index /
_rHannah R. Gerber and Sandra Schamroth Abrams.
520 _aBridging 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.
588 _aDescription based on print version record.
650 0 _aEducational games
_xStudy and teaching.
650 0 _aVideo games
_xStudy and teaching.
700 1 _aGerber, Hannah R.,
_eeditor.
700 1 _aAbrams, Sandra Schamroth,
_eeditor.
776 0 8 _iPrint version:
_tBridging Literacies with Videogames,
_dLeiden Boston : Brill | Sense, 2014
_w9789462096677
830 0 _aGaming Ecologies and Pedagogies Series ;
_v1.
830 0 _aEducational Research E-Books Online, Collection 2005-2017, ISBN: 9789004394001.
856 4 _zDOI:
_uhttp://dx.doi.org/10.1007/978-94-6209-668-4
999 _c25488
_d25488