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Autor/inn/enLee, Yoonhee N.; Zhu, Meina
TitelDigital Game-Based Learning Can Develop Students' Literacy Skills and Meet Learning Standards in the US
QuelleIn: Computers in the Schools, 39 (2022) 3, S.274-296 (23 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0738-0569
DOI10.1080/07380569.2022.2075163
SchlagwörterVideo Technology; Computer Games; Game Based Learning; Learner Engagement; Academic Achievement; Writing (Composition); Writing Instruction; Video Games; Common Core State Standards; Literacy; Self Expression; Abstract Reasoning; Creativity; Computer Literacy; Elementary Secondary Education; Student Attitudes; Curriculum Design
AbstractDigital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to actual writing and building. We investigated a curriculum of adopting Minecraft in writing practices and analyzed students' writing artifacts to identify the elements that fulfill US Common Core State Standards (CCSS) requirements in a rich digital learning environment. In this study, we found that using DGBL could develop students' literacy skills that meet CCSS in a student-centered curriculum and eventually support students to prepare for standardized tests. Implications for K-12 educators are also considered. (As Provided).
AnmerkungenRoutledge. Available from: Taylor & Francis, Ltd. 530 Walnut Street Suite 850, Philadelphia, PA 19106. Tel: 800-354-1420; Tel: 215-625-8900; Fax: 215-207-0050; Web site: http://www.tandf.co.uk/journals
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2024/1/01
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