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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.
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Bacalja et al. (Tue,) studied this question.
synapsesocial.com/papers/69ffbb966018b8d0892d9483 — DOI: https://doi.org/10.1007/s42438-024-00510-3
Alexander Bacalja
The University of Melbourne
T. Philip Nichols
Baylor University
Bradley Robinson
Texas State University
Postdigital Science and Education
University College London
The University of Melbourne
KU Leuven
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