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Using Digital Technologies in the 21st Century Classroom: How Video Games Support Dynamic Learning Opportunities

Using Digital Technologies in the 21st Century Classroom: How Video Games Support Dynamic Learning Opportunities
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Author(s): Carol-Ann Lane (Western University, Canada)
Copyright: 2021
Pages: 26
Source title: Present and Future Paradigms of Cyberculture in the 21st Century
Source Author(s)/Editor(s): Simber Atay (Dokuz Eylül Üniversity, Turkey), Gülsün Kurubacak-Meriç (Anadolu University, Turkey)and Serap Sisman-Uğur (Anadolu University, Turkey)
DOI: 10.4018/978-1-5225-8024-9.ch007

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Abstract

Scholars have acknowledged the potential contribution of video gaming to complex forms of learning, identifying links between gaming and engagement, experiential learning spaces, problem-solving, strategies, transliteracy reflectivity, critical literacy, and metacognitive thinking. Using a multiliteracies lens, this multi-case study examined the experiences of four boys engaged with video gaming in two different contexts: a community centre and an after-school video club. In this chapter, the author describes how these four boys developed their multimodal ways of learning by engaging with visual perspectives of video games.

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