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Articles

From Mario to FIFA: what qualitative case study research suggests about games-based learning in a US classroom

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Pages 16-34 | Received 10 Sep 2013, Accepted 27 Dec 2013, Published online: 04 Mar 2014

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Caitlin Cole, Roberto H. Parada & Erin Mackenzie. (2023) A scoping review of video games and learning in secondary classrooms. Journal of Research on Technology in Education 0:0, pages 1-26.
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Hannah R. Gerber, Kevin Sweeney & Erica Pasquini. (2019) Using API Data to Understand Learning in League of Legends: A Mixed Methods Study. Educational Media International 56:2, pages 93-115.
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Negin Dahya, Jennifer Jenson & Katrina Fong. (2017) (En)gendering videogame development: A feminist approach to gender, education, and game studies. Review of Education, Pedagogy, and Cultural Studies 39:4, pages 367-390.
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Articles from other publishers (15)

Alexander Bacalja & Brady L. Nash. (2023) Playful literacies and pedagogical priorities: digital games in the English classroom. English Teaching: Practice & Critique 22:4, pages 447-461.
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Sam von Gillern & Brady Nash. (2023) Accessibility in video gaming: An overview and implications for English language arts education. Journal of Adolescent & Adult Literacy 66:6, pages 382-390.
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Kaila Goode & Sheri Vasinda. 2022. Research Anthology on Game Design, Development, Usage, and Social Impact. Research Anthology on Game Design, Development, Usage, and Social Impact 62 83 .
Adrien Faure-Carvallo, Diego Calderón-Garrido & Josep Gustems-Carnicer. (2022) Gamificación Digital en la Educación Secundaria. Revista Latina de Comunicación Social:80, pages 137-154.
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Brady L. Nash & Randi Beth Brady. (2021) Video Games in the Secondary English Language Arts Classroom: A State‐of‐the‐Art Review of the Literature. Reading Research Quarterly 57:3, pages 957-981.
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Sam von Gillern, Carolyn Stufft, Rick Marlatt & Larysa Nadolny. 2022. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning. Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning 320 343 .
Carolyn J. Stufft & Sam Gillern. (2021) Fostering Multimodal Analyses of Video Games: Reflective Writing in the Middle School. Journal of Adolescent & Adult Literacy 65:3, pages 245-255.
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Katherine K. Frankel, Maneka Deanna Brooks & Julie E. Learned. (2021) A Meta-Synthesis of Qualitative Research on Reading Intervention Classes in Secondary Schools. Teachers College Record: The Voice of Scholarship in Education 123:8, pages 31-58.
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Kaila Goode & Sheri Vasinda. 2021. Disciplinary Literacy Connections to Popular Culture in K-12 Settings. Disciplinary Literacy Connections to Popular Culture in K-12 Settings 162 183 .
John Aries I Malahito & Maria Ana T Quimbo. (2020) Creating G-Class: A gamified learning environment for freshman students. E-Learning and Digital Media 17:2, pages 94-110.
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Miles M. Harvey & Rick Marlatt. 2020. Examining the Roles of Teachers and Students in Mastering New Technologies. Examining the Roles of Teachers and Students in Mastering New Technologies 164 183 .
Carolyn J. Stufft. (2018) Engaging Students in Literacy Practices Through Video Game Book Groups. Literacy Research: Theory, Method, and Practice 67:1, pages 195-210.
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Kyrie Eleison H. Caldwell, Scot Osterweil, Carole Urbano, Philip Tan & Richard Eberhardt. 2017. Serious Games and Edutainment Applications. Serious Games and Edutainment Applications 625 648 .
Veljko Aleksić, Mirjana Ivanović, Zoran Budimac & Elvira Popescu. (2016) Commercial Off-the-Shelf Games as Learning Media. Commercial Off-the-Shelf Games as Learning Media.
Sandra Schamroth Abrams & Hannah R. Gerber. 2014. Bridging Literacies with Videogames. Bridging Literacies with Videogames 1 7 .

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