Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 3 |
Descriptor
Video Games | 3 |
Children | 2 |
Clubs | 1 |
Computer Simulation | 1 |
Cooperation | 1 |
Creativity | 1 |
Decision Making | 1 |
Educational Games | 1 |
Electronic Publishing | 1 |
English Literature | 1 |
Ethnography | 1 |
More ▼ |
Source
Literacy | 3 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Education Level
Secondary Education | 2 |
Higher Education | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Postsecondary Education | 1 |
Audience
Location
United Kingdom | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
von Gillern, Sam; Stufft, Carolyn – Literacy, 2023
This study examines how 31 middle-school children conducted multimodal analyses of video games. Over four consecutive days, students played video games for 30 minutes and then wrote written reflections about the multimodal symbols within the game and how these symbols influenced their interpretation and decision-making processes during gameplay.…
Descriptors: Children, Middle School Students, Metacognition, Play
Bailey, Chris – Literacy, 2016
Recent work around the use of virtual world video games in educational contexts has conceptualised literacies as communal processes, whilst considering complex notions of collaboration through participants' multiplicity of presence in hybrid virtual/physical locations. However, further research is necessary in order to help us understand how the…
Descriptors: Singing, Video Games, Interpersonal Relationship, Ethnography
Berger, Richard; McDougall, Julian – Literacy, 2013
This article presents the outcomes of research, funded by the Arts and Humanities Research Council in England and informed by work in the fields of new literacy research, gaming studies and the socio-cultural framing of education, for which the videogame "L. A. Noire" was studied within the orthodox framing of the English literature…
Descriptors: Video Games, English Literature, Secondary School Students, Undergraduate Students