Postdigital videogames literacies: thinking with, through, and beyond James Gee’s learning principlesUniversity of Sheffield, Sheffield, United Kingdom.
Deakin University, Melbourne, Australia.
University of Florida, FL, Gainesville, United States.
KU Leuven, Louvain, Belgium.
KU Leuven, Louvain, Belgium.
KU Leuven, Louvain, Belgium.
Universite du Quebec a Montreal, QC, Montreal, Canada.
KU Leuven, Louvain, Belgium.
University of South Africa, Pretoria, South Africa.
University of Sydney, Sydney, Australia.
Aristotle University of Thessaloniki, Thessaloniki, Greece.
Ben-Gurion University of Negev, Beersheba, Israel.
University of Exeter, Exeter, United Kingdom.
University of Melbourne, Melbourne, Australia.
Arab Academy for Science, Technology & amp; Maritime, Cairo, Egypt.
Dublin City University, Dublin, Ireland.
University of Southern Queensland, Springfield, Australia.
University of Southern Queensland, Springfield, Australia.
University of Sydney, Sydney, Australia.
University of Southern Queensland, Springfield, Australia.
Arizona State University, AZ, Tempe, United States.
Utrecht University, Utrecht, Netherlands.
University of Shizuoka, Shizuoka, Japan.
University College London, London, United Kingdom.
Universidad Politecnica Salesiana, Cuenca, Ecuador.
University of New South Wales, Sydney, Australia.
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2024 (Engelska)Ingår i: Postdigital Science and Education, ISSN 2524-485X, Vol. 6, nr 4, s. 1103-1142Artikel i tidskrift (Refereegranskat) 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.
Ort, förlag, år, upplaga, sidor
Springer Nature, 2024. Vol. 6, nr 4, s. 1103-1142
Nyckelord [en]
Collective writing, James Gee, Literacies, Postdigital, Schooling, Technology, Videogames
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Identifikatorer
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
2024-11-072024-11-072025-01-12Bibliografiskt granskad