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Andrews, Gillian – E-Learning, 2008
In a study of 195 high school students, differences by gender and socioeconomic status (SES) were found in their gaming habits and game literacy practices. Low-SES students generally preferred console video games, particularly those in the sports genre. They expressed frustration with the controls involved in long-form computer games such as those…
Descriptors: Socioeconomic Status, Video Games, Females, Gender Differences
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McClay, Jill Kedersha; Mackey, Margaret; Carbonaro, Mike; Szafron, Duane; Schaeffer, Jonathan – E-Learning, 2007
This article reports on a study of 23 tenth-grade students who created fiction in digital game and written formats. The researchers observed them at work, analysed their stories in both formats, and interviewed selected students to learn what affordances and constraints they demonstrate and/or articulate in such authoring. The students used…
Descriptors: Literacy Education, Metacognition, Computer Uses in Education, Fiction