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Bizzocchi, Jim; Tanenbaum, Joshua – Bulletin of Science, Technology & Society, 2012
Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the…
Descriptors: Discourse Communities, Case Studies, Computer Games, Video Games
Mora, Raul A. – Online Submission, 2006
The following study explored the structures and themes found in a few episodes of a popular TV sitcom ("Friends"). Drawing on James Gee's ideas about critical discourse analysis as the main analytical lens for this study, this study discussed the language found in a sitcom and analyzed the complexity of structures and vocabulary in the…
Descriptors: Popular Culture, Discourse Analysis, Media Literacy, Television
Kersting, Frank; Ferguson, Janice – 1988
A case study examined the whole-part application of the language experience approach to reading as used for students whose reading development is severely delayed. The subject, a third-grade female student reading on the first-grade level as determined by the Woodcock Reading Mastery Tests-Revised (Woodcock, 1987), participated in a reading…
Descriptors: Case Studies, Content Area Reading, Language Experience Approach, Language Skills
Korn-Bursztyn, Carol – 1995
The psychological report is a particular genre of writing, incorporating elements of content and style shared by other literary genres, and appearing in many different forms. These forms range from terse, profile driven description of strengths and weaknesses, characteristic of computer generated psychological reports, to more descriptive,…
Descriptors: Case Studies, Characterization, Children, Literary Genres