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2010 | 10 | 1 | 35-50

Article title

DIGITAL GAMES FOR ENGLISH CLASSROOMS

Content

Title variants

Languages of publication

EN

Abstracts

EN
This article describes the games played and highlights reactions of preservice teachers and their students. In addition, suggested ways inservice teachers can use games in the current curriculum are included.

Keywords

EN

Year

Volume

10

Issue

1

Pages

35-50

Physical description

Contributors

  • School of Education Georgian Court University Lakewood, NJ, USA
  • College of Education and Human Services Seton Hall University South Orange, NJ, USA

References

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  • Ariail, M. & Albright, L. (2006). A survey of teachers' read-aloud practices in middle schools. Reading Research and Instruction, 45(2), 69-89.
  • Beah, I. (2008). A Long Way Gone: Memoirs of a Boy Soldier. New York: Farrar, Straus and Giroux.
  • Berkman Center for Internet & Society at Harvard University. (2008). Enhancing Child Safety and Online Technologies: Final Report of the Internet Safety Technical Task Force to the Multi-State Working Group of Social Networking of State Attorneys General of the United States. Cambridge, MA: Harvard University. Retrieved January 7, 2010 from http://cyber.law.harvard.edu/pubrelease/isttf/.
  • Borrenson-Caruso, J. & Salaway, G. (2007, September). Educause Study of Undergraduate Students and Information Technology (ECAR). Retrieved January 8, 2010 from http://www.educause.edu/ers0706.
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  • Davis, P. (1999). How undergraduates learn computer skills: Results of a survey and focus group. THE Journal, 26(9), 68-72.
  • Elbow, P. (1993). Ranking, evaluating, and liking: Sorting out three forms of judgment. College English, 55(2), 187-206.
  • Heyboer, K. (2006, October 21). To teach tech-savvy millennials, forget “boring” books and lectures. The Star Ledger, pp. A1, A6.
  • Kantrowitz, B. & Wingert, P. (1999). The truth about tweens. Newsweek, October 18, 1999, 62.
  • Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving Learning Games Forward. Cambridge, MA: The Education Arcade.
  • Lenhart, A., Kahne, J., Middaugh, E., Macgill, A., Evans, C., & Vitak, J. (2008). Report: Teens, Pew Internet and American Life Project. Retrieved January 7, 2010 from http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics.aspx.
  • Kantrowitz, B. & Wingert. P. (1999). The truth about tweens. Newsweek, 18 October, 62.
  • Maltese, R. (1995). The game game. English Journal, 84(1), 55-58.
  • Montgomery, K. (2007). Generation Digital. Cambridge: The MIT Press.
  • Oblinger, D. (2003). Boomers, gen-xers and millennials: Understanding the new students. Educause, 38(4), 37-47.
  • Rannali, J. (2008). Learning English with the Sims: Exploiting authentic computer simulation games for L2 learning. Computer Assisted Language Learning, 21(5), 441-455.
  • Partnership for 21st century skills. (2007). Survey of Voter Attitudes toward 21st Century Skills. Retrieved January 7, 2010, 2009 from http://www.21stcenturyskills.org/documents/p21_pollreport_2pg.pdf.
  • Project Tomorrow: SpeakUp. (2008). The New Digital Advance Team—America’s K–12 Students Leading the Way to Transforming Learning with 21st Century Technology Tools Report. Retrieved January 7, 2010 from http://www.tomorrow.org/speakup/pdfs/SU08_findings_final_mar24.pdf.
  • Roberts, D., Foehr, U., & Rideout, V. (2005). Generation-M-Media-in-the-Lives-of-8-18-Year-olds. Henry J. Kaiser Family Foundation. Retrieved October January 7, 2010 from http://www.kff.org/entmedia/7251.cfm.
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  • Squire, K., DeVane, B. & Durga, S. (2008). Designing centers of expertise for academic learning through video games. Theory into Practice, 47(3), 240-251.
  • Thai, A., Lowenstein, D., Ching, D., & Rejeskil, D. (2009). Game changer: Investing in digital play to advance children’s learning and health. New York: The Joan Ganz Cooney Center at Sesame Workshop.

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.desklight-fbf2da96-4d5f-43fe-86ea-73913e37670d
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