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Gameplay As Teaching Practice in Literacy Education
Gameplay As Teaching Practice in Literacy Education

Detalles del libro

In this book, literacy, language, and educational researchers, teacher educators, and educators offer novel conceptualizations theorizing (game)play as a teaching practice and research approach.

The contributors of the book, known as the (Game)play Collaborative, define (game)play with "gaming" as a communicative social practice extending the interplay of literacy and learning, and possibilities of critical authoring, making, reading, and (re)writing intersectional embodied identities; and "play" as evoking and affirming pleasure and joy while necessarily envisioning, (re)imagining, and extending raced, ethnic, gendered, linguistic, and cultural identities within and beyond varied transbordered contexts and physical and digital geographies of homes, communities, and (in)formal educational spaces. The book explores different iterations of (game)play in connection with literacy across cultures and communities. In doing so, it generates new understandings of the interplay of literacy and language teaching and research and the intersectional identities of children and youth rendered more visible through (game)play with families, peers, community members, and educators.

This is a great resource for educators, researchers, teacher educators, and graduate students in the fields of language and literacy education, educational technology and game studies, media literacy education, and multicultural education.

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  • Autores Vaughn W. M. Watson, Jin Kyeong Jung, Jungmin Kwon, Lucía Cárdenas Curiel, Joanne E. Marciano
  • ISBN13 9781041116813
  • ISBN10 1041116810
  • Páginas 142
  • Año de Edición 2026
  • Fecha de publicación 02/04/2026
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Gameplay As Teaching Practice in Literacy Education

Gameplay As Teaching Practice in Literacy Education

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