Using Gaming Literacies to Cultivate New Literacies
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Authors
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, Oct 26, 2009 in Vancouver, Canada ISBN 978-1-880094-76-1
Abstract
The use of games in educational contexts has recently received more and more attention; however, many teachers struggle with finding a right context to adopt games in the classroom. To strengthen teachers’ belief on the educational value of games, this article explains the similarities and differences between new literacies and gaming literacy, defines gaming literacy, and propose examples of in-class game-use that will help to cultivate learners’ new literacies through gaming. The audience for this article includes teachers and teacher educators who would like greater clarification regarding gaming literacy and its positive effects on the learning and development of new literacies.
Citation
Hsu, H.Y. & Wang, S. (2009). Using Gaming Literacies to Cultivate New Literacies. In T. Bastiaens, J. Dron & C. Xin (Eds.), Proceedings of E-Learn 2009--World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1314-1319). Vancouver, Canada: Association for the Advancement of Computing in Education (AACE). Retrieved March 28, 2024 from https://www.learntechlib.org/p/32637.
© 2009 AACE