Review of Connected gaming: What making video games can teach us about learning and literacy

Autores/as

  • Darian L. C. Thrailkill University of Wyoming

DOI:

https://doi.org/10.14507/er.v24.2262

Biografía del autor/a

Darian L. C. Thrailkill, University of Wyoming

Darian L. C. Thrailkill is a graduate student in the Curriculum and Instruction - Literacy PhD program at the University of Wyoming whose current research projects focus on gaming and literacy as well as disciplinary literacy in mathematics. 

Citas

Entertainment Software Association (2016). The 2016 Essential Facts About the Computer and Video Game Industry. Retrieved from http://essentialfacts.theesa.com/Essential-Facts-2016.pdf

Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.

Kafai, Y. B., & Burke, Q. (2014). Connected code: Why children need to learn programming. Cambridge, MA: The MIT Press.

Kafai, Y. B., & Fields, D. A. (2013). Connected play: Tweens in a virtual world. Cambridge, MA: The MIT Press.

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Publicado

2017-09-27

Cómo citar

Thrailkill, D. L. C. (2017). Review of Connected gaming: What making video games can teach us about learning and literacy. Reseñas Educativas, 24. https://doi.org/10.14507/er.v24.2262

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Reseñas de libros