Sunday, April 21, 2013

Literature Review Ideas & Sources

I want to focus my literature review on the impact video game design might have on students' development of digital literacies.


My guiding question is:
How do video games support the development of digital literacies?




The list of sources I plan to use are:




 Hammett, R. (n.d.). Assessment and new literacies. (2007). E-Learning, 4(3), 343-354. Retrieved from http://www.wwwords.co.uk/pdf/validate.asp?j=elea&vol=4&issue=3&year=2007&article=11_Hammett_ELEA_4_3_web

Hsu, H., & Wang, S. (2010). Using gaming literacies to cultivate new literacies. Simulation & Gaming, 41(3), 400 –417. http://www.sagepub.com/journalspermissions.nav doi.  doi: 10.1177/1046878109355361

Lacasa, P., Martínez , R., & del Castillo, H. (2011, September). Adolescent thinking and online writing after the use of commercial games in the classroom. Proceedings of DiGRA 2011 Conference Think design play. Retrieved from http://www.digra.org/digital-library/publications/adolescent-thinking-and-online-writing-after-the-use-of-commercial-games-in-the-classroom/

McClay, J. K., Mackey, M., CARBONARO, M., SZAFRON, D., & SCHAEFFER, J. (n.d.). Adolescents composing fiction in digital game and written formats: tacit, explicit and metacognitive strategies . (2007). E–Learning , 4(3), 273-284. Retrieved from http://www.wwwords.co.uk/pdf/validate.asp?j=elea&vol=4&issue=3&year=2007&article=6_McClay_ELEA_4_3_web

Paul, P. (2013, March 15). Reading, writing and video games. New York Times. Retrieved from http://www.nytimes.com/2013/03/17/sunday-review/reading-writing-and-video-games.html?pagewanted=all&_r=0

Peppler, K., & Kafai, Y. (2007). What video games can teach us about literacy and learning: Alternative pathways into participatory culture. Situated play, proceedings of digra 2007 conference. Retrieved from http://download.scratch.mit.edu/DiGRA07_games_kafai.pdf

Sanford, K., & Madill, L. (n.d.). Understanding the power of new literacies through video game play and design. (2007). Canadian Journal of Education, 30(2), 432-455. Retrieved from http://www.ernwaca.org/panaf/pdf/RCE_texte.pdf

Sanford, K., & Madill, L. (n.d.). Critical literacy learning through video games: adolescent boys’ perspectives . (2007). E-Learning, 4(3), 285-296. Retrieved from http://www.wwwords.co.uk/pdf/validate.asp?j=elea&vol=4&issue=3&year=2007&article=7_Sanford_ELEA_4_3_web

Steinkuehler, C. (2010). Video games and digital literacies. Journal of Adolescent & Adult Literacy, 54(1), 61-63. doi: 10.1598/JAAL.54.1.7

1 comment:

  1. Excellent! I'm really looking forward reading to this!

    The first section of your literature review should be an attempt to define what you mean by digital literacies and new literacies. There is not a agreed upon definition so feel free to define the difference yourself based on what you read. Have fun with that! :)

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