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Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles

Bacalja, Alex; Nichols, T Phillip; Robinson, Bradley; Bhatt, Ibrar; Kucharczyk, Stefan; Zomer, Chris; Nash, Brady; ... Schnaider, Karoline; + view all (2024) Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles. Postdigital Science and Education 10.1007/s42438-024-00510-3. (In press). Green open access

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Abstract

This article is a collective response to the 2003 iteration of James Paul Gee’s What Video Games Have to Teach Us About Learning and Literacy. Gee’s book, a foundational text for those working in game studies, literacy studies, and education, identified 36 principles of ‘good learning’ which he argued were built into the design of good games, and which have since been used to unsettle the landscape of formal education. This article brings together 21 short theoretical and empirical contributions which centre postdigital perspectives to re-engage with, and extend, the arguments first raised by Gee regarding the relationship between videogames and learning. Organised into five groups, these contributions suggest that concepts and attitudes associated with the postdigital offer new thinking tools for challenging grand narrative claims about the educative potential of technologies while also providing rich analytical frames for revisiting Gee’s claims in terms of postdigital videogame literacies.

Type: Article
Title: Postdigital Videogames Literacies: Thinking With, Through, and Beyond James Gee’s Learning Principles
Open access status: An open access version is available from UCL Discovery
DOI: 10.1007/s42438-024-00510-3
Publisher version: http://dx.doi.org/10.1007/s42438-024-00510-3
Language: English
Additional information: This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.
Keywords: Videogames; Postdigital; Literacies; James Gee; Schooling; Technology; Collective writing
UCL classification: UCL
UCL > Provost and Vice Provost Offices > School of Education
UCL > Provost and Vice Provost Offices > School of Education > UCL Institute of Education
UCL > Provost and Vice Provost Offices > School of Education > UCL Institute of Education > IOE - Culture, Communication and Media
URI: https://discovery.ucl.ac.uk/id/eprint/10200816
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