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Volumn 9, Issue 1, 2010, Pages 73-86

Game literacy, gaming cultures and media education

Author keywords

Computer games; English teaching; Media literacy; Popular culture

Indexed keywords


EID: 77953315615     PISSN: 11758708     EISSN: None     Source Type: Journal    
DOI: None     Document Type: Article
Times cited : (15)

References (14)
  • 2
    • 0003921938 scopus 로고
    • Bloom, B. S., Engelhart, M. D., Furst, E. J., Hill, W. H., & Krathwohl, D. R. (Eds.), New York, NY: David McKay
    • Bloom, B. S., Engelhart, M. D., Furst, E. J., Hill, W. H., & Krathwohl, D. R. (Eds.). (1956). Taxonomy of educational objectives: Handbook I: Cognitive domain. New York, NY: David McKay.
    • (1956) Taxonomy of Educational Objectives: Handbook I: Cognitive Domain
  • 13
    • 34248526659 scopus 로고    scopus 로고
    • The uses of literacy in studying computer games: Comparing students' oral and visual representations of games
    • Retrieved from
    • Pelletier, C. (2005). The uses of literacy in studying computer games: Comparing students' oral and visual representations of games. English Teaching: Practice and Critique, 4(1). Retrieved from http://education.waikato.ac.nz/research/files/etpc/files/2005v4n1art3.pdf.
    • (2005) English Teaching: Practice and Critique , vol.4 , Issue.1
    • Pelletier, C.1
  • 14
    • 0003801724 scopus 로고
    • London, England: Chatto and Windus
    • Williams, R. (1961). The long revolution. London, England: Chatto and Windus
    • (1961) The Long Revolution
    • Williams, R.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.