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Autor/inAbrams, Sandra S.
TitelA Gaming Frame of Mind: Digital Contexts and Academic Implications
QuelleIn: Educational Media International, 46 (2009) 4, S.335-347 (13 Seiten)Infoseite zur Zeitschrift
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Spracheenglisch
Dokumenttypgedruckt; online; Zeitschriftenaufsatz
ISSN0952-3987
SchlagwörterVideo Games; Teaching Methods; Case Studies; Grade 11; Males; Secondary School Students; Low Achievement; Academic Achievement; Educational Technology; Relevance (Education); Literacy; Student Motivation; Student Attitudes; High School Students; New Jersey
AbstractWhen considering the interdisciplinary nature of education, researchers need to acknowledge students' traditional and multimodal literacies and learning environments. Technological changes have brought about new learning spaces and what students learn through their video gaming experiences seems to have important academic implications and applications. This article presents data from three case studies of academically struggling 11th-grade male video gamers, revealing the academic affordances of the participants' video game playing; the students developed a schema for academic material from their video game playing, fostering meaningful connections to classroom material. Overall, this paper reveals how the virtual gaming environment enabled three gamers to contextualize academic information, thereby making the material personally relevant. (As Provided).
AnmerkungenRoutledge. Available from: Taylor & Francis, Ltd. 325 Chestnut Street Suite 800, Philadelphia, PA 19106. Tel: 800-354-1420; Fax: 215-625-2940; Web site: http://www.tandf.co.uk/journals
Erfasst vonERIC (Education Resources Information Center), Washington, DC
Update2017/4/10
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