Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 2 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 4 |
Descriptor
Programming | 4 |
Literacy | 2 |
Secondary School Students | 2 |
Video Games | 2 |
Academic Achievement | 1 |
Adolescents | 1 |
Affective Behavior | 1 |
Case Studies | 1 |
Coding | 1 |
Communities of Practice | 1 |
Computer Mediated… | 1 |
More ▼ |
Source
Journal of Adolescent & Adult… | 4 |
Author
Abrams, Sandra Schamroth | 1 |
Altura, Gerard J. | 1 |
Curwood, Jen Scott | 1 |
Hagge, Julia | 1 |
Van Eck, Richard N. | 1 |
Vickery, Jacqueline | 1 |
Publication Type
Journal Articles | 4 |
Reports - Research | 4 |
Education Level
Secondary Education | 2 |
Grade 9 | 1 |
High Schools | 1 |
Junior High Schools | 1 |
Middle Schools | 1 |
Audience
Location
Australia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
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
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
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
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