Publications

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