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Video Games, Learning, Education, Teaching, Literacy
©2010 José P. Zagal & ETC Press
Abstract or Description
It seems like teaching about games should be easy. After all, students enjoy engaging with course content and have extensive experience with videogames. However, games education can be surprisingly complex. This book explores ludoliteracy, or the question of what it means to understand games, by looking at the challenges and problems faced by students taking games-related classes. In response to these challenges, this book then describes how online learning environments can be used to support learning about games by helping students get more from their experiences with games, and helping students use what they know to establish deeper understanding. Based on the findings from a series of research studies, Ludoliteracy examines the broader implications for supporting games education.
Carnegie Mellon University: ETC Press
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This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.
Zagal, J. P. (2011). Ludoliteracy: Defining, Understanding, and Supporting Games Education. Pittsburgh, PA: Carnegie Mellon University: ETC Press. http://repository.cmu.edu/etcpress/4