This article draws upon data from two separate qualitative studies of video gaming as a means to highlight the ways that diverse literacies work in concert to mediate adolescents' learning on and off the screen.The research suggests that the confluence of multimodal literacies that impact gaming can also affect more traditional practices.The nuances of video game and gamified learning provide insight into the innovative and dynamic elements that inform students' out-ofschool learning and potential in-school applications.
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Sandra Schamroth Abrams (2012) studied this question.
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