Remediation: understanding new media
Remediation: understanding new media
The Complete Wargames Handbook: How to Play, Design, and Find Them
The Complete Wargames Handbook: How to Play, Design, and Find Them
Computer literacy: today and tomorrow
Journal of Computing Sciences in Colleges
What Video Games Have to Teach Us About Learning and Literacy
What Video Games Have to Teach Us About Learning and Literacy
Collaborative games: lessons learned from board games
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Persuasive Games: The Expressive Power of Videogames
Persuasive Games: The Expressive Power of Videogames
Game On!
Characterizing and understanding game reviews
Proceedings of the 4th International Conference on Foundations of Digital Games
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Based on research that studied the challenges and difficulties faced by students taking games studies and game design courses, we propose that, while many students enrolled in games education programs are adept at playing games, they are usually neither games literate nor do they have a deep understanding of games. In this article we provide a framework that can be used to evaluate and assess games literacy. Using Gee's notion of literacy, we propose that a deep understanding of games involves having the ability to explain, discuss, describe, frame, situate, interpret, and/or position games (1) in the context of human culture (games as a cultural artifacts), (2) in the context of other games, (3) in the context of the technological platform on which they are executed, (4) and by deconstructing them and understanding their components, how they interact, and how they facilitate certain experiences in players. We describe each of these aspects and also discuss two educational lenses that can be used to help contextualize what it means to understand and learn about games as well as support games literacy in students.