Essays about: "game literacy"

Showing result 1 - 5 of 22 essays containing the words game literacy.

  1. 1. Conjunction of the spheres. The struggle for hegemony in the English language online reception of Netflix adaption: The Witcher.

    University essay from Göteborgs universitet/Institutionen för kulturvetenskaper

    Author : Sarah R. Kern; [2024-02-06]
    Keywords : Production reception; Hegemony; Discourse; Transmedia; Witcher; Fantasy; Polish Fantasy; Media literacy; Convergence culture; Fan-studies; Participation culture; Technical communication; Digital Role-Playing Games; Civic imagination; Netnography; ;

    Abstract : This essay uses the concepts of convergence culture, transmedia and hegemony, to understand the struggles within the English language reception to Netflix Tv production “The Witcher.” In order to help the reader, the essay presents the background to the larger Witcher franchise, as well as standard debates and issues within the fantasy genre, the role-playing-game genre and convergence culture. READ MORE

  2. 2. VIDEO GAME-BASED LANGUAGE LEARNING AND LITERACY A systematic review of the current state of research on video game-based learning and language learning

    University essay from Institutionen för tillämpad informationsteknologi

    Author : Oscar Holst; [2023-02-01]
    Keywords : game-based learning; language learning; literacy;

    Abstract : Over the last decades, the video game medium has become increasingly popular-ized and technologically advanced. Consequently, the learning sciences have started to investigate the pedagogical potential of this medium. Literacy researchers have argued that unique features of the video game medium offer possibilities for effective language learning. READ MORE

  3. 3. The Class of Us: A Study Across Several Schools in Sweden Comparing the EFL Comprehension of Playing the Video Game The Last of Us Versus Viewing the Television Adaptation

    University essay from Lunds universitet/Engelska

    Author : Robert Bång; Simon Torffvit; Anton Grandi; [2023]
    Keywords : Comparative; Comparative Study; Quantitative; English; EFL; English as a Foreign Language; SLA; Second Language Acquisition; Comprehension; Test; Video Games; Video Game; CALL; Computer assisted language learning; The Last of Us; TLoU; The Last of Us: Remastered; Naughty Dog; PlayStation; HBO; Home Box Office; Game; Games; Computer Games; Skolverket; Upper Secondary School; Gymnasiet; Gymnasieskolan; Sweden; Control Group; Immersion; Multimodality; Interactivity; Interactive; Television; Television series; Media; Audiovisual media; Audiovisual; Large-scale; Gender; Program; Video Game Literacy; Game Literacy; Narrative; Educational; Serious Games; Mature; Problem of Content; Attitudinal; Survey; Likert-scale; Likert; Interventionist; Narratology; Languages and Literatures;

    Abstract : Contemporary English as a foreign language (EFL) classrooms in upper secondary schools in Sweden make frequent use of receptive media such as movies and television to facilitate language learning. The more interactive medium of video games is seldom used for the same purpose, despite previous research indicating that the added layer of interactivity can bring benefits such as improvements to vocabulary, written production and reading comprehension. READ MORE

  4. 4. Learning by Gaming : Design and Evaluation of a Serious Game to Increase Energy Literacy

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Haris Vidimlić; [2023]
    Keywords : Serious games; Energy Literacy; Physicalization of Data; Game Mechanics; Thematic Analysis; Serious games; Energy literacy; Fysikalisering av data; Spelmekanismer; Tematisk analys;

    Abstract : This study explores the design and effectiveness of a serious board game aimed at promoting energy literacy in the context of residential energy consumption. With electricity consumption and energy conservation being highly relevant and pressing topics today, there is a growing need to address the lack of knowledge and awareness surrounding household energy consumption. READ MORE

  5. 5. Designing a choice-based serious game to enhance energy literacy in the kitchen context of Chinese households

    University essay from KTH/Skolan för elektroteknik och datavetenskap (EECS)

    Author : Jiatong Zhong; [2022]
    Keywords : serious game; energy literacy; kitchen consumption; interactive narratives; China; seriösa spel; energikunskap; kökskonsumtion; interaktiva berättelser; Kina;

    Abstract : Increasing concerns on the effect of climate change is arousing the awareness of sustainability all over the world, and plenty of measures have been taken to lower greenhouse gas emissions. Reducing energy consumption through behavior change of residents presents a promising opportunity to save energy significantly. READ MORE