Journal articles on the topic 'Video game literacy'
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Stufft, Carolyn J. "Engaging Students in Literacy Practices Through Video Game Book Groups." Literacy Research: Theory, Method, and Practice 67, no. 1 (July 17, 2018): 195–210. http://dx.doi.org/10.1177/2381336918787191.
Full textSteinkuehler, Constance. "Massively Multiplayer Online Gaming as a Constellation of Literacy Practices." E-Learning and Digital Media 4, no. 3 (September 2007): 297–318. http://dx.doi.org/10.2304/elea.2007.4.3.297.
Full textSanford, Kathy, and Leanna Madill. "Critical Literacy Learning through Video Games: Adolescent Boys' Perspectives." E-Learning and Digital Media 4, no. 3 (September 2007): 285–96. http://dx.doi.org/10.2304/elea.2007.4.3.285.
Full textStark, Doug. "Unsettling embodied literacy in QWOP the walking simulator." Journal of Gaming & Virtual Worlds 12, no. 1 (March 1, 2020): 49–67. http://dx.doi.org/10.1386/jgvw_00004_1.
Full textContreras-Espinosa, Ruth S., and Carlos A. Scolari. "How do teens learn to play video games?" Journal of Information Literacy 13, no. 1 (June 2, 2019): 45. http://dx.doi.org/10.11645/13.1.2358.
Full textCunningham, Carolyn. "Girl game designers." New Media & Society 13, no. 8 (June 20, 2011): 1373–88. http://dx.doi.org/10.1177/1461444811410397.
Full textRadtke, Rebekah, Eduardo Santillan-Jimenez, and Margaret Mohr-Schroeder. "Collaboration by Design: Development of a Video Game for Energy Literacy." International Journal of Designs for Learning 11, no. 2 (May 18, 2020): 46–54. http://dx.doi.org/10.14434/ijdl.v11i2.24109.
Full textLawrence, Anne M., and Michael B. Sherry. "How Feedback From an Online Video Game Teaches Argument Writing for Environmental Action." Journal of Literacy Research 53, no. 1 (January 24, 2021): 29–52. http://dx.doi.org/10.1177/1086296x20986598.
Full textKhalid, Tooba, Syeda Hina Batool, Ayesha Khalid, Henna Saeed, and Syed Waqas Hussain Zaidi. "Pakistani students’ perceptions about their learning experience through video games." Library Hi Tech 38, no. 3 (November 15, 2019): 493–503. http://dx.doi.org/10.1108/lht-03-2019-0068.
Full textShliakhovchuk, Elena, and Adolfo Muñoz Garcia. "Intercultural Perspective on Impact of Video Games on Players: Insights from a Systematic Review of Recent Literature." Educational Sciences: Theory & Practice 20, no. 1 (January 28, 2020): 40–58. http://dx.doi.org/10.12738/jestp.2020.1.004.
Full textAlberti, John. "The Game of Reading and Writing: How Video Games Reframe Our Understanding of Literacy." Computers and Composition 25, no. 3 (January 2008): 258–69. http://dx.doi.org/10.1016/j.compcom.2008.04.004.
Full textTriviño Cabrera, Laura, Alejandro Muñoz-Guerado, and Asunción Bernárdez-Rodal. "The educational potential of video games in the deconstruction of hegemonic masculinity through the VIGLIAM method (Video Games Literacy From Alternative Masculinities)." Profesorado, Revista de Currículum y Formación del Profesorado 25, no. 1 (March 29, 2021): 339–55. http://dx.doi.org/10.30827/profesorado.v25i1.8602.
Full textRahayu, Nur W., and Nanum Sofia. "Pelatihan Literasi Digital Pada Sekolahrumah Salihah Yogyakarta: Animasi, Poster Digital, Video Dan Gim." Journal of Approriate Technology for Community Services 2, no. 2 (July 4, 2021): 50–59. http://dx.doi.org/10.20885/jattec.vol2.iss2.art1.
Full textShokri, Hossein, and Seyed Jalal Abdolmanafi-Rokni. "The Impact of Computer Games on EFL Learners' Spelling: A Qualitative Study." Studies in English Language Teaching 2, no. 3 (September 18, 2014): 266. http://dx.doi.org/10.22158/selt.v2n3p266.
Full textSullivan, Dean, and Jessica Critten. "Adventures in Research: Creating a video game textbook for an information literacy course." College & Research Libraries News 75, no. 10 (November 1, 2014): 570–73. http://dx.doi.org/10.5860/crln.75.10.9215.
Full textMarlatt, Rick. "Capitalizing on the Craze of Fortnite: Toward a Conceptual Framework for Understanding How Gamers Construct Communities of Practice." Journal of Education 200, no. 1 (July 17, 2019): 3–11. http://dx.doi.org/10.1177/0022057419864531.
Full textBommarito, Concetta, and Kathryn Dunlap. "Dream Lucidity." International Journal of Gaming and Computer-Mediated Simulations 6, no. 3 (July 2014): 35–49. http://dx.doi.org/10.4018/ijgcms.2014070103.
Full textNorton-Meier, Lori. "Joining the Video-Game Literacy Club: A Reluctant Mother Tries to Join the “Flow”." Journal of Adolescent & Adult Literacy 48, no. 5 (February 2005): 428–32. http://dx.doi.org/10.1598/jaal.48.5.6.
Full textWohlwend, Karen E. "Early adopters: Playing new literacies and pretending new technologies in print-centric classrooms." Journal of Early Childhood Literacy 9, no. 2 (July 30, 2009): 117–40. http://dx.doi.org/10.1177/1468798409105583.
Full textKaatz, Anna, Molly Carnes, Belinda Gutierrez, Julia Savoy, Clem Samuel, Amarette Filut, and Christine Maidl Pribbenow. "Fair Play: A Study of Scientific Workforce Trainers’ Experience Playing an Educational Video Game about Racial Bias." CBE—Life Sciences Education 16, no. 2 (June 2017): ar27. http://dx.doi.org/10.1187/cbe.15-06-0140.
Full textRoselló, Jarod. "I’m not afraid: Zombies, video games, and life after death." Contemporary Issues in Early Childhood 18, no. 2 (June 2017): 145–61. http://dx.doi.org/10.1177/1463949117714077.
Full textWarde-Brown, Ailbhe. "Waltzing on Rooftops and Cobblestones." Journal of Sound and Music in Games 2, no. 3 (2021): 34–55. http://dx.doi.org/10.1525/jsmg.2021.2.3.34.
Full textBrown, Ron T., and Tamara Kasper. "The Fusion of Literacy and Games: A Case Study in Assessing the Goals of a Library Video Game Program." Library Trends 61, no. 4 (2013): 755–78. http://dx.doi.org/10.1353/lib.2013.0012.
Full textHikmah, Yulial. "LITERASI KEUANGAN PADA SISWA SEKOLAH DASAR DI KOTA DEPOK, PROVINSI JAWA BARAT, INDONESIA." JURNAL PENGABDIAN KEPADA MASYARAKAT 26, no. 2 (May 5, 2020): 103. http://dx.doi.org/10.24114/jpkm.v26i2.16780.
Full textSchneider, Edward Francis. "A Survey of Graphic Novel Collection and Use in American Public Libraries." Evidence Based Library and Information Practice 9, no. 3 (September 6, 2014): 68. http://dx.doi.org/10.18438/b83s44.
Full textFreitas, Joana. "Kill the Orchestra." Journal of Sound and Music in Games 2, no. 2 (2021): 22–41. http://dx.doi.org/10.1525/jsmg.2021.2.2.22.
Full textStone, Bessie G., Kathy A. Mills, and Beth Saggers. "Multiplayer Games: Multimodal Features That Support Friendships of Students With Autism Spectrum Disorder." Australasian Journal of Special and Inclusive Education 43, no. 2 (August 1, 2019): 69–82. http://dx.doi.org/10.1017/jsi.2019.6.
Full textKOMAGO, Yasuhira. "A Quantitative Textual Analysis of the Views of Aspiring Teachers on Teaching Video Game Literacy and the Materials needed for this Purpose." Journal of Digital Games Research 10 (2017): 23–30. http://dx.doi.org/10.9762/digraj.10.0_23.
Full textJayemanne, Darshana. "Chronotypology: A Comparative Method for Analyzing Game Time." Games and Culture 15, no. 7 (May 13, 2019): 809–24. http://dx.doi.org/10.1177/1555412019845593.
Full textSzkwarek, Magdalena. "W co grają bohaterowie literatury latynoamerykańskiej?" Literatura i Kultura Popularna 23 (May 31, 2018): 187–97. http://dx.doi.org/10.19195/0867-7441.23.9.13.
Full textAlidini, Stefan. "To be or not to be: Shakespeare and video games." Kultura, no. 168 (2020): 281–302. http://dx.doi.org/10.5937/kultura2068281a.
Full textMendonça, Carlos Magno Camargos, and Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games." Comunicação e Sociedade 27 (June 29, 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.
Full textMitrović, Biljana. "Ludology and narratology: Legend about the battle." Kultura, no. 168 (2020): 263–80. http://dx.doi.org/10.5937/kultura2068263m.
Full textHambleton, Elizabeth. "Gray Areas." Journal of Sound and Music in Games 1, no. 1 (January 1, 2020): 20–43. http://dx.doi.org/10.1525/jsmg.2020.1.1.20.
Full textHayot, Eric. "Video Games & the Novel." Daedalus 150, no. 01 (October 2020): 178–87. http://dx.doi.org/10.1162/daed_a_01841.
Full textSusilawati, Eni, and Samsul Fahrozi. "UTILIZATION OF RUMAH BELAJAR IN SCHOOLS AFFECTED BY EARTHQUAKE DISASTERS." Jurnal Pendidikan dan Kebudayaan 5, no. 1 (June 13, 2020): 99–114. http://dx.doi.org/10.24832/jpnk.v5i1.1504.
Full textMaza, Antonio José Planells de la. "The expressive power of the Possible Worlds Theory in video games: when narratives become interactive and fictional spaces." Comunicação e Sociedade 27 (June 29, 2015): 289–302. http://dx.doi.org/10.17231/comsoc.27(2015).2102.
Full textGumulak, Sabina, and Sheila Webber. "Playing video games: learning and information literacy." Aslib Proceedings 63, no. 2/3 (March 22, 2011): 241–55. http://dx.doi.org/10.1108/00012531111135682.
Full textŠvelch, Jan. "Resisting the perpetual update: Struggles against protocological power in video games." New Media & Society 21, no. 7 (February 13, 2019): 1594–612. http://dx.doi.org/10.1177/1461444819828987.
Full textAstuti, Septin Puji, Ardhi Ristiawan, Annida Unnatiq Ulya, Purwono Purwono, and Nurwulan Purnasari. "Pengenalan Literasi Sampah Pada Anak-Anak Melalui Video Dan Permainan." JATI EMAS (Jurnal Aplikasi Teknik dan Pengabdian Masyarakat) 3, no. 2 (October 23, 2019): 129. http://dx.doi.org/10.36339/je.v3i2.202.
Full textGałkowski, Artur. "Świat onimiczny sagi o wiedźminie Andrzeja Sapkowskiego w przekładzie na język włoski." Annales Universitatis Paedagogicae Cracoviensis | Studia Historicolitteraria 17 (October 12, 2018): 210–19. http://dx.doi.org/10.24917/20811853.17.18.
Full textDaly, Jessica R., Colin Depp, Sarah A. Graham, Dilip V. Jeste, Ho-Cheol Kim, Ellen E. Lee, and Camille Nebeker. "Health Impacts of the Stay-at-Home Order on Community-Dwelling Older Adults and How Technologies May Help: Focus Group Study." JMIR Aging 4, no. 1 (March 22, 2021): e25779. http://dx.doi.org/10.2196/25779.
Full textKerr, John. "Everyday Use of Computer/Video Games and Critical Literacy." International Journal of Technology, Knowledge, and Society 1, no. 1 (2006): 16–23. http://dx.doi.org/10.18848/1832-3669/cgp/v01i01/56231.
Full textSun, Haichun. "Operationalizing physical literacy: The potential of active video games." Journal of Sport and Health Science 4, no. 2 (June 2015): 145–49. http://dx.doi.org/10.1016/j.jshs.2015.03.006.
Full textQuijano, Johansen. "Video Games and Writing Instruction." International Journal of Gaming and Computer-Mediated Simulations 12, no. 1 (January 2020): 1–27. http://dx.doi.org/10.4018/ijgcms.2020010101.
Full textIvanauskienė, Gintė Marija. "Integration of Video Games in Teaching and Learning at School: Use, Analyze, Make-create." Vilnius University Open Series 3 (December 28, 2020): 42–52. http://dx.doi.org/10.15388/sre.2020.4.
Full textHill, Valerie. "Digital citizenship through game design in Minecraft." New Library World 116, no. 7/8 (July 13, 2015): 369–82. http://dx.doi.org/10.1108/nlw-09-2014-0112.
Full textBozdog, Mona, and Dayna Galloway. "Worlds at Our Fingertips: Reading (in) What Remains of Edith Finch." Games and Culture 15, no. 7 (May 2, 2019): 789–808. http://dx.doi.org/10.1177/1555412019844631.
Full textRichards, Kristin, Jacqueline Williams, Thomas E. Smith, and Bruce A. Thyer. "Financial Video Games: A Financial Literacy Tool for Social Workers." International Journal of Social Work 2, no. 1 (May 18, 2015): 22. http://dx.doi.org/10.5296/ijsw.v2i1.7130.
Full textBremner, Ann. "Singing and gaming to math literacy." Teaching Children Mathematics 19, no. 9 (May 2013): 582–84. http://dx.doi.org/10.5951/teacchilmath.19.9.0582.
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