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Ludic Language Pedagogy
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McFadyen, N. (2020). Games and literacy: Remixes in asynchronous time
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McFadyen, N. (2020). Games and literacy: Remixes in asynchronous time

Metadata

  • Author: Niall McFadyen
  • Reviewed by: Jules Buendgens-Kosten, Jonathan deHaan, Blair Matthews, Casey Nedry, Adam Sheard

  • Volume and page numbers: 2 (p. 256 – 268)
  • Date of publication: 2020/10/25
  • Keywords: Asynchronous learning, Game Terakoya, Media literacy, Middle school, Multiliteracies, Remote learning, Teacher narrative, Video games

  • Cite: McFadyen, N. (2020). Games and literacy: Remixes in asynchronous time. Ludic Language Pedagogy, 2, 256-268. https://doi.org/10.55853/llp_v2Pg12

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Abstract

  • What is this? This is a narrative explaining my development of an asynchronous learning activity that used student gameplay as a reflective learning activity targeting media literacy and multiliteracies.
  • Why did you make it? I made it to share my experiences and resources for other teachers and educators while exploring how video games can be used for literacy instruction.
  • Who is it for? Teachers, parents, teacher-candidates, students, and researchers.
  • What other resources did you use and adapt? Jonathan deHaan’s Game Terakoya project.

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    Published on 2020-10-25

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    Creative Commons Attribution-NonCommercial-NoDerivatives 4.0

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    Policies Β· Publication Ethics Β· Peer Review Β· Generative AI Β· Copyright & Access Β· Revenue and advertising Β·
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    Content licensed under CC BY-NC-ND 4.0
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