LEADER 03801nam 22006015 450 001 9910484188903321 005 20200919100133.0 010 $a94-6209-668-6 024 7 $a10.1007/978-94-6209-668-4 035 $a(CKB)3710000000249583 035 $a(EBL)1973996 035 $a(OCoLC)893673620 035 $a(SSID)ssj0001354065 035 $a(PQKBManifestationID)11868579 035 $a(PQKBTitleCode)TC0001354065 035 $a(PQKBWorkID)11316958 035 $a(PQKB)10855295 035 $a(MiAaPQ)EBC1973996 035 $a(DE-He213)978-94-6209-668-4 035 $a(OCoLC)892162202 035 $a(nllekb)BRILL9789462096684 035 $a(PPN)181351412 035 $a(EXLCZ)993710000000249583 100 $a20140923d2014 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aBridging Literacies with Videogames /$fedited by Hannah R. Gerber, Sandra Schamroth Abrams 205 $a1st ed. 2014. 210 1$aRotterdam :$cSensePublishers :$cImprint: SensePublishers,$d2014. 215 $a1 online resource (227 p.) 225 1 $aGaming Ecologies and Pedagogies Series 300 $aDescription based upon print version of record. 311 $a94-6209-667-8 320 $aIncludes bibliographical references at the end of each chapters and index. 327 $aPreliminary Material /$rHannah R. Gerber and Sandra Schamroth Abrams -- Bridging Literacies /$rSandra Schamroth Abrams and Hannah R. Gerber -- Exploring Imaginary Maps /$rTrent Hergenrader -- Students? Transmedia Storytelling /$rRyan M. Rish -- Reader, Writer, Gamer /$rJen Scott Curwood -- Teaching with Club Penguin /$rAnne Burke -- Massively Multiplayer Online Gaming and English Language Learning /$rJason Yj Lee and Charlotte Pass -- Language Games /$rJavier Corredor and Matthew Gaydos -- The Transformative Power of Gaming Literacy /$rZhuo Li , Chu-Chuan Chiu and Maria R. Coady -- Reviewing the Content of Videogame Lesson Plans Available to Teachers /$rMary Rice -- Collaborative Videogame and Curriculum Design for Language and Literacy Learning /$rLan Ngo , Nora A. Peterman and Susan Goldstein -- Writing in Virtual Worlds: Scratch Programming as Multimodal Composing Practice in the Language Arts Classroom /$rJulie Warner -- Index /$rHannah R. Gerber and Sandra Schamroth Abrams. 330 $aBridging Literacies with Videogames provides an international perspective of literacy practices, gaming culture, and traditional schooling. Featuring studies from Australia, Colombia, South Korea, Canada, and the United States, this edited volume addresses learning in primary, secondary, and tertiary environments with topics related to: ? re-creating worlds and texts ? massive multiplayer second language learning ? videogames and classroom learning These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame. 410 0$aGaming Ecologies and Pedagogies Series 606 $aEducation 606 $aEducation, general$3https://scigraph.springernature.com/ontologies/product-market-codes/O00000 615 0$aEducation. 615 14$aEducation, general. 676 $a370 702 $aGerber$b Hannah R$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aAbrams$b Sandra Schamroth$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bNL-LeKB 801 1$bNL-LeKB 906 $aBOOK 912 $a9910484188903321 996 $aBridging Literacies with Videogames$92846639 997 $aUNINA