Video Games, Reading, and Transmedial Comprehension

Author:

Dubbles Brock1

Affiliation:

1. University of Minnesota, USA

Abstract

In this qualitative study, literacy practices of “struggling” seventh and eighth graders were recorded on videotape as they engaged in both traditional and new literacies practices in an after-school video games club. These recordings were analyzed in the context of building comprehension skills with video games. The students struggled with reading and are characterized as unmotivated and disengaged by the school, which may be at the root of their inability to use comprehension strategies. Playing video games is viewed here as a literate practice, and was seen to be more engaging than traditional activities (such as reading school text, writing journals, etc.). The conclusion of this observation makes connections to current research in comprehension and provides a basis for teachers to use games to develop comprehension and learning.

Publisher

IGI Global

Cited by 9 articles. 订阅此论文施引文献 订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献

1. A Serious Game Proposal to Reinforce Reading Comprehension in Scholars;Communications in Computer and Information Science;2019

2. Managing safety in the air traffic control terminal airspace;Cognition, Technology & Work;2017-02

3. Play: A Framework for Design, Development, and Gamification;InTensions;2014-05-01

4. Gamification, Serious Games, Ludic Simulation, and other Contentious Categories;International Journal of Gaming and Computer-Mediated Simulations;2013-04

5. Behind the MASK;International Journal of Gaming and Computer-Mediated Simulations;2011-10

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