Publications

Titlesort icon Attachments
A Linguistic Approach to Narrative
A Situated Sociocultural Approach to Literacy and Technology
A Sociocultural Perspective on Opportunity to Learn
Affinity Spaces: From Age of Mythology to Today's Schools
Being a Lion and Being a Soldier: Learning and Games
Cats and Portals: Video Games, Learning, and Play
CQ Researcher: Video Games
Critical Literacy as Critical Discourse Analysis
Deep Learning Properties of Good Digital Games How Far Can They Go?
Digital Media and Learning: A Prospective Retrospective
Discourse Analysis: What Makes It Critical?
Discourses In and Out of School: Looking Back
Game-Like Learning: An Example of Situated Learning and Implications for Opportunity to Learn
Getting over the slump: Innovation strategies to promote children’s learning
Good Video Games and Good Learning
Human Action and Social Groups as the Natural Home of Assessment: Thoughts on 21st Century Learning and Assessment
Identity as an Analytic Lens for Research in Education
Language and Discourses: Meaning is in the Game
Language and Literacy: Reading Paulo Freire Empirically
Learning in Semiotic Domains: A Social and Situated Account
Let’s Get Over the Slump
Literacy, Video Games, and Popular Culture
Lucidly Functional Language
Opportunity to Learn: A Language-Based Perspective on Assessment
Pleasure, Learning, Video Games, and Life: the projective stance
Popular Culture as a Public Pedagogy
Reading, Language Development, Video Games, and Learning in the 21st Century
Sociocultural Theory and Blind Taste-Tests
Surmise the Possibilities: Portal to a Game-Based Theory of Learning for the 21st Century
The Legend of Zelda and Philosophy: The Hero of Timelines
The Worked Example: Invitational Scholarship in Service of an Emerging Field
TV Guidance: Educators should embrace - not castigate - video games and TV
vita
Well Played 1.0: Playing Metal Gear Solid 4 Well: Being a Good Snake
What is Academic Language?
Why Game Studies Now?