Search
Program Calendar
Browse By Day
Browse By Time
Browse By Person
Browse By Room
Browse By Unit
Browse By Session Type
Browse By Descriptor
Search Tips
Annual Meeting Theme
Exhibitors
About Philadelphia
About AERA
Personal Schedule
Sign In
X (Twitter)
This article explores the elements of a commercial-off-the-shelf videogames-based curriculum and its influence on students' literacy learning. By assuming a critical dialectical pluralistic approach (Onwuegbuzie & Frels, 2013), and using mixed research techniques, we consider how a games-based curriculum can be an equalizing agent and a tool to generate and build upon local, practical knowledge. Transforming literacy is more than bridging in and out-of-school literacies; it is understanding the meaning of literacy today. Data were drawn from a games-based reading intervention class and analyzed using constant comparison, content analysis , and qualitative comparative analysis, to understand how games-based curricula influences students’ literacy practices. Findings indicate games-based curricula allow students to see the validity of their out-of-school literacies within school curriculum.
Hannah R Gerber, Sam Houston State University
Sandra Schamroth Abrams, Saint John's University
Anthony J. Onwuegbuzie, Sam Houston State University
Cindy Lee Benge, Aldine Independent School District