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Postdigital videogames literacies: thinking with, through, and beyond James Gee’s learning principles
University of Melbourne, Melbourne, Australia.
Baylor University, TX, Waco, United States.
Texas State University, TX, San Marcos, United States.
Queens University Belfast, Belfast, United Kingdom.
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2024 (English)In: Postdigital Science and Education, ISSN 2524-485X, Vol. 6, no 4, p. 1103-1142Article in journal (Refereed) Published
Abstract [en]

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.

Place, publisher, year, edition, pages
Springer Nature, 2024. Vol. 6, no 4, p. 1103-1142
Keywords [en]
Collective writing, James Gee, Literacies, Postdigital, Schooling, Technology, Videogames
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Didactics
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URN: urn:nbn:se:umu:diva-231299DOI: 10.1007/s42438-024-00510-3Scopus ID: 2-s2.0-85206358034OAI: oai:DiVA.org:umu-231299DiVA, id: diva2:1911242
Available from: 2024-11-07 Created: 2024-11-07 Last updated: 2025-01-12Bibliographically approved

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Schnaider, Karoline

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CiteExportLink to record
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