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Hagge, Julia – Journal of Adolescent & Adult Literacy, 2021
As society becomes increasingly globalized and networked, online participatory cultures provide youth with experiences to foster dispositions and skills required to engage in virtual spaces. This 5-year longitudinal case study explores the role of affect in the composition practices of an adolescent girl in Scratch, an online programming…
Descriptors: Secondary School Students, Adolescents, Females, Programming
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Abrams, Sandra Schamroth; Van Eck, Richard N. – Journal of Adolescent & Adult Literacy, 2021
Videogames and videogame literacies are an important and growing aspect of education, yet videogaming remains poorly understood and even viewed with suspicion by many who are charged with promoting them. In the case of libraries, such views can lead to insufficient funding and policies that reduce the presence of youth programing that includes…
Descriptors: Video Games, Programming, Play, Libraries
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Metz, Mike – Journal of Adolescent & Adult Literacy, 2022
The article describes the results of teachers using a critical language lens to analyze linguistic stereotypes in TV series, movies, cartoons, and social media posts. I share the key questions teachers asked about language use in texts as well as the results of their analysis. Based in a cultural modeling pedagogy (Lee, 2007), teachers examined…
Descriptors: Language Usage, Video Technology, Social Media, Stereotypes
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Altura, Gerard J.; Curwood, Jen Scott – Journal of Adolescent & Adult Literacy, 2015
Research suggests that video games can foster deep engagement, critical thinking, and collaborative learning. To highlight how video games promote student achievement, we focus on a year 9 elective class in Australia. Our findings suggest that this games-based class encouraged student learning and motivated students to develop advanced literacy…
Descriptors: Foreign Countries, Video Games, Academic Achievement, Learning
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Vickery, Jacqueline – Journal of Adolescent & Adult Literacy, 2014
This column examines a case study focusing on web design as an example of interest-driven learning and the acquisition of (digital media) literacies. A summer workshop was offered at a working-class public library, led by a self-taught seventeen year old girl. Nine students (ages 8-16) learned basic HTML and CSS and designed their own websites in…
Descriptors: Case Studies, Web Sites, Design, Student Interests