Gaming Literacies and Learning
Keyword(s):
This book chapter summarizes an extensive literature review on gaming literacies and learning. It carefully examines the definition of gaming literacies from both message consumption and production perspectives, stemming from the definition of foundational literacies and information communication and technology (ICT) literacies. We establish a framework based on Bloom's taxonomy to explore the role of gaming literacies on learners' cognitive, affective and psychomotor domains. We discuss the implications for teachers to adopt games in the classroom, possible problems and concerns to have learners play games, synthesize practices for using games in educational context, and provide suggestions for future research.
1989 ◽
Vol 33
(6)
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pp. 426-430
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Keyword(s):
2017 ◽
Vol 48
(2)
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pp. 55-73
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2014 ◽
Vol 2
(1)
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pp. 57-64
2002 ◽
Vol 69
(3)
◽
pp. 176-182
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2011 ◽
Vol 15
(01)
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pp. 1-27
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