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What is Knowledge Act

Handbook of Research on Effective Electronic Gaming in Education
To verify comprehension though an act or performance.
Published in Chapter:
Video Games, Reading, and Transmedial Comprehension
Brock Dubbles (University of Minnesota, USA)
Copyright: © 2009 |Pages: 26
DOI: 10.4018/978-1-59904-808-6.ch015
Abstract
In this qualitative study, literacy practices of “struggling” seventh and eighth graders were recorded on videotape as they engaged in both traditional and new literacies practices in an after-school video games club. These recordings were analyzed in the context of building comprehension skills with video games. The students struggled with reading and are characterized as unmotivated and disengaged by the school, which may be at the root of their inability to use comprehension strategies. Playing video games is viewed here as a literate practice, and was seen to be more engaging than traditional activities (such as reading school text, writing journals, etc.). The conclusion of this observation makes connections to current research in comprehension and provides a basis for teachers to use games to develop comprehension and learning.
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