Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles
dc.contributor.author | Bacalja, A | |
dc.contributor.author | Nichols, TP | |
dc.contributor.author | Robinson, B | |
dc.contributor.author | Bhatt, I | |
dc.contributor.author | Kucharczyk, S | |
dc.contributor.author | Zomer, C | |
dc.contributor.author | Nash, B | |
dc.contributor.author | Dupont, B | |
dc.contributor.author | De Cock, R | |
dc.contributor.author | Zaman, B | |
dc.contributor.author | Bonenfant, M | |
dc.contributor.author | Grosemans, E | |
dc.contributor.author | Abrams, SS | |
dc.contributor.author | Vallis, C | |
dc.contributor.author | Koutsogiannis, D | |
dc.contributor.author | Dishon, G | |
dc.contributor.author | Reed, J | |
dc.contributor.author | Byers, T | |
dc.contributor.author | Fawzy, RM | |
dc.contributor.author | Hsu, H-P | |
dc.contributor.author | Lowien, N | |
dc.contributor.author | Barton, G | |
dc.contributor.author | Callow, J | |
dc.contributor.author | Liu, Z | |
dc.contributor.author | Serafini, F | |
dc.contributor.author | Vermeire, Z | |
dc.contributor.author | deHaan, J | |
dc.contributor.author | Croasdale, A | |
dc.contributor.author | Torres-Toukoumidis, A | |
dc.contributor.author | Xu, X | |
dc.contributor.author | Schnaider, K | |
dc.date.accessioned | 2024-10-29T16:27:03Z | |
dc.date.issued | 2024-10-22 | |
dc.date.updated | 2024-10-29T16:04:10Z | |
dc.description.abstract | This article is a collective response to the 2003 iteration of James Paul Gee’s What Video Games Have to Teach Us About Learning and Literacy. Gee’s book, a foundational text for those working in game studies, literacy studies, and education, identified 36 principles of ‘good learning’ which he argued were built into the design of good games, and which have since been used to unsettle the landscape of formal education. This article brings together 21 short theoretical and empirical contributions which centre postdigital perspectives to re-engage with, and extend, the arguments first raised by Gee regarding the relationship between videogames and learning. Organised into five groups, these contributions suggest that concepts and attitudes associated with the postdigital offer new thinking tools for challenging grand narrative claims about the educative potential of technologies while also providing rich analytical frames for revisiting Gee’s claims in terms of postdigital videogame literacies. | en_GB |
dc.identifier.citation | Published online 22 October 2024 | en_GB |
dc.identifier.doi | https://doi.org/10.1007/s42438-024-00510-3 | |
dc.identifier.uri | http://hdl.handle.net/10871/137819 | |
dc.language.iso | en | en_GB |
dc.publisher | Springer | en_GB |
dc.rights | © The Author(s) 2024. Open access. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ | en_GB |
dc.subject | Videogames | en_GB |
dc.subject | Postdigital | en_GB |
dc.subject | Literacies | en_GB |
dc.subject | James Gee | en_GB |
dc.subject | Schooling | en_GB |
dc.subject | Technology | en_GB |
dc.subject | Collective writing | en_GB |
dc.title | Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles | en_GB |
dc.type | Article | en_GB |
dc.date.available | 2024-10-29T16:27:03Z | |
dc.identifier.issn | 2524-485X | |
dc.description | This is the final version. Available on open access from Springer via the DOI in this record | en_GB |
dc.identifier.eissn | 2524-4868 | |
dc.identifier.journal | Postdigital Science and Education | en_GB |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | en_GB |
dcterms.dateAccepted | 2024-09-18 | |
rioxxterms.version | VoR | en_GB |
rioxxterms.licenseref.startdate | 2024-10-22 | |
rioxxterms.type | Journal Article/Review | en_GB |
refterms.dateFCD | 2024-10-29T16:19:24Z | |
refterms.versionFCD | VoR | |
refterms.panel | B | en_GB |
refterms.dateFirstOnline | 2024-10-22 |
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Except where otherwise noted, this item's licence is described as © The Author(s) 2024. Open access. This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended
use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/