Alternate Reality Games as Platforms for Practicing 21st-Century Literacies

dc.contributor.authorBonsignore, Elizabeth
dc.contributor.authorHansen, Derek
dc.contributor.authorKraus, Kari
dc.contributor.authorRuppel, Marc
dc.date.accessioned2015-01-22T23:47:32Z
dc.date.available2015-01-22T23:47:32Z
dc.date.issued2013
dc.identifierhttps://doi.org/10.13016/M2B616
dc.identifier.citationBonsignore, E., Hansen, D., Kraus, K., & Ruppel, M. (2013). Alternate Reality Games as platforms for practicing 21st-century literacies. International Journal of Learning and Mediaen_US
dc.identifier.urihttp://hdl.handle.net/1903/16042
dc.language.isoenen_US
dc.publisherInternational Journal of Learning and Mediaen_US
dc.relation.isAvailableAtCollege of Arts & Humanitiesen_us
dc.relation.isAvailableAtEnglishen_us
dc.relation.isAvailableAtDigital Repository at the University of Marylanden_us
dc.relation.isAvailableAtUniversity of Maryland (College Park, MD)en_us
dc.subjecttransmediaen_US
dc.subjectalternate reality gamesen_US
dc.titleAlternate Reality Games as Platforms for Practicing 21st-Century Literaciesen_US
dc.typeArticleen_US

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