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Ignatius Rigaskara's List: DGL - Video Games Literacy

    • "Games are based on problems to solve, not content.
    • we are increasingly seeing that a critical part of being literate in the digital age means being able to solve problems through simulations and collaboration."

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    • he social context of gaming offers opportunities for "civic gaming experiences,"
    • But certain kinds of game play do appear to foster higher levels of civic engagement.

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    • The project,
       
       Literacy in the Digital Age of the Twenty First Century:learning from computer games 
       
       (Beavis, Bradford, O’Mara, and Walsh,2009) was funded by the Australian Research Council
    • with Thomas Apperley as Research Fellow and Amanda Guiterrez as Research Assistant

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