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Bacalja, A. (2023). Digital game literacies and school learning: A sociocultural perspective
Article

Bacalja, A. (2023). Digital game literacies and school learning: A sociocultural perspective

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  • Author: Alex Bacalja
  • Reviewed by: Peter Hourdequin, Anton Vegel.
  • Volume and page numbers: 5 (p. 23 โ€“ 31)
  • Date of publication: 2023/2/22
  • Keywords: digital game literacies, digital games, learning, pedagogy, schooling.
  • Cite: Bacalja, A. (2023). Digital game literacies and school learning: A sociocultural perspective. Ludic Language Pedagogy, 5, 23-31. https://doi.org/10.55853/llp_V5Art1

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Abstract

  • Background: Claims that digital games will save education have long emphasized features of the medium to support their arguments.
  • Aim: This paper aims to demonstrate the benefits of a sociocultural approach to digital game literacies.
  • Methods: I analyse literature associated with digital game literacies, as well as findings from case studies, to demonstrate the value of going beyond the medium and instead privileging game-related literacy practices.
  • Results: The medium is not enough. It is only when digital games are positioned within social and cultural contexts that we can fully understand how they might contribute to school learning.
  • Conclusion: The learning that might emerge from the inclusion of digital games into school-based curricula will require teachers and educators to carefully consider how digital game literacies can bridge the gap with the disciplinary school literacies that dominate schooling.

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    Published on 2023-02-22

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    Creative Commons Attribution-NonCommercial-NoDerivatives 4.0

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