Using Gaming Literacies to Cultivate New Literacies PROCEEDINGS
Hui-Yin Hsu, Shiangkwei Wang, New York Institute of Technology, United States
E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education, in Vancouver, Canada ISBN 978-1-880094-76-1 Publisher: Association for the Advancement of Computing in Education (AACE), Chesapeake, VA
The use of games in educational contexts has recently received more and more attention; however, many teachers struggle with finding a right context to adopt games in the classroom. To strengthen teachers’ belief on the educational value of games, this article explains the similarities and differences between new literacies and gaming literacy, defines gaming literacy, and propose examples of in-class game-use that will help to cultivate learners’ new literacies through gaming. The audience for this article includes teachers and teacher educators who would like greater clarification regarding gaming literacy and its positive effects on the learning and development of new literacies.
Hsu, H.Y. & Wang, S. (2009). Using Gaming Literacies to Cultivate New Literacies. In T. Bastiaens, J. Dron & C. Xin (Eds.), Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2009 (pp. 1314-1319). Chesapeake, VA: Association for the Advancement of Computing in Education (AACE).
© 2009 AACE