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A scholarly publication devoted to critical essays on childre.'s literature, published three times a year. Articles include evaluations, history, and comparative discussion.
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Learning just for the fun of it: the case for video games.(What Video Games Have to Teach Us About Learning and Literacy)(Book Review)
November 1, 2004... Review of James Gee (2003) What Video Games Have to Teach Us About Learning and Literacy. New York, Palgrave Macmillan. RRP $66.00
Life is full of coincidences. Recently I have been looking at what educational writers have been saying about...
Proliferating subjectivities and the new media.
November 1, 2004... Being asked to be a respondent to an issue of a journal causes one to wonder about the editorial logic. It could mean that one is an expert in the field, or that the editors know one is likely to make all the contributors feel good by...
Simplification: The Sims and utopianism.(Critical Essay)
November 1, 2004... While the emergent forms of visual digital media--spectacle cinema, computer animation, music video, arcade and computer games--are not solely the province of youth, young people are arguably those in the culture most involved with them....
'Nothing dirty about turning on a machine': loving your mechanoid in contemporary manga.(Critical Essay)
November 1, 2004...
If something not human has emotions... then it would be considered
sentient--alive--just like a human. If it's the same as a human, it
wouldn't be wrong to love that thing.
(Chobits 8, p.93)
The relationships in...
(W)reading, wrangling and the rhythm of the text: enhancing the education of young boys with game-based learning.
November 1, 2004... Connecting curriculum content to young people's engagement with texts outside of the classroom is increasingly recognized as a method of providing challenging learning environments (Beavis 1999). The introduction of games-based learning in...
Remember not to die: young girls and video games.(Critical Essay)
November 1, 2004...
'Remember not to die. All you have to do is not die and you'll win.
How easy is that?'
In this paper about girls and video games I shall criticise the notion that a central issue for girls is the kind of games available to them....
Reading outside the book.(Critical Essay)
November 1, 2004... The concept of reading and the concept of the book seem like natural partners. Many icons designed to express the idea of reading include a book as an essential information-bearing element of the design. Although reading has always included...
Potterliteracy: cross-media narratives, cultures and grammars.(Critical Essay)
November 1, 2004... There is something Janus-faced about the Harry Potter novels. As Nicholas Tucker observes (1999), they look backwards in time to their sources in folktale and children's literature: to the orphan changeling stories of fairytale and of Frances...
Editorial.(Editorial)
November 1, 2004... When The Who sang about teenage angst in the 60s, their rock anthem 'Talking about my Generation' captured the divide between youth and beyond. Today, another divide--the digital divide--speaks to the issues of access, capital, and input that...