Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles
Article
Article Title | Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles |
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ERA Journal ID | 213976 |
Article Category | Article |
Authors | Bacalja, Alexander, Nichols, T. Phillip, Robinson, Bradley, Bhatt, Ibrar, Kucharczyk, Stefan, Zomer, Chris, Nash, Brady, Dupont, Bruno, Cock, Rozane, Zaman, Bieke, Bonenfant, Maude, Grosemans, Eva, Abrams, Sandra Schamroth, Vallis, Carmen, Koutsogiannis, Dimitrios, Dishon, Gideon, Reed, Jack, Byers, Thomas, Fawzy, Rania Magdi, Hsu, Hsiao-Ping, Lowien, Nathan, Barton, Georgina, Callow, Jon, Liu, Zirui, Serafini, Frank, Vermeire, Zowi, deHaan, Jonathan, Croasdale, Alison, Torres-Toukoumidis, Angel, Xu, Xiao and Schnaider, Karoline |
Journal Title | Postdigital Science and Education |
Number of Pages | 40 |
Year | 2024 |
Publisher | Springer |
Place of Publication | Germany |
ISSN | 2524-4868 |
Digital Object Identifier (DOI) | https://doi.org/10.1007/s42438-024-00510-3 |
Web Address (URL) | https://link.springer.com/article/10.1007/s42438-024-00510-3 |
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. |
Keywords | Videogames ; Technology ; Schooling ; Collective writing; James Gee ; Literacies |
Contains Sensitive Content | Does not contain sensitive content |
ANZSRC Field of Research 2020 | 390104. English and literacy curriculum and pedagogy (excl. LOTE, ESL and TESOL) |
390307. Teacher education and professional development of educators | |
470401. Applied linguistics and educational linguistics | |
Byline Affiliations | University of Melbourne |
Baylor University, United States | |
Texas State University, United States | |
Queen's University Belfast, United Kingdom | |
University of Sheffield, United Kingdom | |
Deakin University | |
University of Florida, United States | |
Catholic University of Leuven, Belgium | |
University of Quebec, Canada | |
University of South Africa, South Africa | |
University of Sydney | |
Aristotle University of Thessaloniki, Greece | |
Ben-Gurion University of the Negev, Israel | |
University of Exeter, United Kingdom | |
Arab Academy for Science, Technology and Maritime Transport, Egypt | |
Dublin City University, Ireland | |
University of Southern Queensland | |
Arizona State University, United States | |
Utrecht University, Netherlands | |
University of Shizuok, Japan | |
University College London, United Kingdom | |
Universidad Politecnica Salesiana, Ecuador | |
University of New South Wales | |
Umea University, Sweden |
https://research.usq.edu.au/item/z9zq6/postdigital-videogames-literacies-thinking-with-through-and-beyond-james-gee-s-learning-principles
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