Creative Freedoms: Longitudinality and Game-Based Research with Teenagers
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| Title: | Creative Freedoms: Longitudinality and Game-Based Research with Teenagers |
|---|---|
| Language: | English |
| Authors: | Alison Jane Croasdale |
| Source: | English Teaching: Practice and Critique. 2026 25(2):218-232. |
| Availability: | Emerald Publishing Limited. Howard House, Wagon Lane, Bingley, West Yorkshire, BD16 1WA, UK. Tel: +44-1274-777700; Fax: +44-1274-785201; e-mail: emerald@emeraldinsight.com; Web site: http://www.emerald.com/insight |
| Peer Reviewed: | Y |
| Page Count: | 15 |
| Publication Date: | 2026 |
| Document Type: | Journal Articles Reports - Research |
| Education Level: | Secondary Education |
| Descriptors: | Longitudinal Studies, Media Literacy, Digital Literacy, Video Games, Review (Reexamination), Design, Secondary School Students, Student Attitudes, Student Experience, Game Based Learning, Foreign Countries |
| Geographic Terms: | United Kingdom (London) |
| DOI: | 10.1108/ETPC-09-2025-0219 |
| ISSN: | 1175-8708 |
| Abstract: | Purpose: This paper aims to apply a "revisiting" approach to past game literacy-based research. Starting from a media literacy and videogame making oriented PhD project, it explores how the discussion of past research can be evolved, but also questions what young research subjects gain from participating in research of this nature. Design/methodology/approach: With a frame of longitudinality, this research takes a long view of the experiences of participants from a game making project, against how they consume texts in their lives now. It considers the kind of artefacts (design work, videogames) produced in the original research against a revisiting of some of the student-participants, interrogating their digital media literacy, practices currently, along with discussing their memories of being involved in this research project. With the previous PhD work taking place in the school where the researcher was a teacher, this new research reviews the role creative practice can have in classrooms. Findings: Revisiting the data from past PhD research, which drew positive conclusions about the role game making can have in the teaching of literary texts, and in literacy progression generally, this paper then overlays new interview data from some of the past participants, affirming the power of critical game work in schools. Originality/value: The combination of a PhD methodology that was itself novel with a revisiting of research subjects in the present offers an original insight into the effectiveness of games-based classroom research over time. |
| Abstractor: | As Provided |
| Entry Date: | 2026 |
| Accession Number: | EJ1508741 |
| Database: | ERIC |
| FullText | Text: Availability: 0 |
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| Header | DbId: eric DbLabel: ERIC An: EJ1508741 AccessLevel: 3 PubType: Academic Journal PubTypeId: academicJournal PreciseRelevancyScore: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Creative Freedoms: Longitudinality and Game-Based Research with Teenagers – Name: Language Label: Language Group: Lang Data: English – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Alison+Jane+Croasdale%22">Alison Jane Croasdale</searchLink> – Name: TitleSource Label: Source Group: Src Data: <searchLink fieldCode="SO" term="%22English+Teaching%3A+Practice+and+Critique%22"><i>English Teaching: Practice and Critique</i></searchLink>. 2026 25(2):218-232. – Name: Avail Label: Availability Group: Avail Data: Emerald Publishing Limited. Howard House, Wagon Lane, Bingley, West Yorkshire, BD16 1WA, UK. Tel: +44-1274-777700; Fax: +44-1274-785201; e-mail: emerald@emeraldinsight.com; Web site: http://www.emerald.com/insight – Name: PeerReviewed Label: Peer Reviewed Group: SrcInfo Data: Y – Name: Pages Label: Page Count Group: Src Data: 15 – Name: DatePubCY Label: Publication Date Group: Date Data: 2026 – Name: TypeDocument Label: Document Type Group: TypDoc Data: Journal Articles<br />Reports - Research – Name: Audience Label: Education Level Group: Audnce Data: <searchLink fieldCode="EL" term="%22Secondary+Education%22">Secondary Education</searchLink> – Name: Subject Label: Descriptors Group: Su Data: <searchLink fieldCode="DE" term="%22Longitudinal+Studies%22">Longitudinal Studies</searchLink><br /><searchLink fieldCode="DE" term="%22Media+Literacy%22">Media Literacy</searchLink><br /><searchLink fieldCode="DE" term="%22Digital+Literacy%22">Digital Literacy</searchLink><br /><searchLink fieldCode="DE" term="%22Video+Games%22">Video Games</searchLink><br /><searchLink fieldCode="DE" term="%22Review+%28Reexamination%29%22">Review (Reexamination)</searchLink><br /><searchLink fieldCode="DE" term="%22Design%22">Design</searchLink><br /><searchLink fieldCode="DE" term="%22Secondary+School+Students%22">Secondary School Students</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Attitudes%22">Student Attitudes</searchLink><br /><searchLink fieldCode="DE" term="%22Student+Experience%22">Student Experience</searchLink><br /><searchLink fieldCode="DE" term="%22Game+Based+Learning%22">Game Based Learning</searchLink><br /><searchLink fieldCode="DE" term="%22Foreign+Countries%22">Foreign Countries</searchLink> – Name: Subject Label: Geographic Terms Group: Su Data: <searchLink fieldCode="DE" term="%22United+Kingdom+%28London%29%22">United Kingdom (London)</searchLink> – Name: DOI Label: DOI Group: ID Data: 10.1108/ETPC-09-2025-0219 – Name: ISSN Label: ISSN Group: ISSN Data: 1175-8708 – Name: Abstract Label: Abstract Group: Ab Data: Purpose: This paper aims to apply a "revisiting" approach to past game literacy-based research. Starting from a media literacy and videogame making oriented PhD project, it explores how the discussion of past research can be evolved, but also questions what young research subjects gain from participating in research of this nature. Design/methodology/approach: With a frame of longitudinality, this research takes a long view of the experiences of participants from a game making project, against how they consume texts in their lives now. It considers the kind of artefacts (design work, videogames) produced in the original research against a revisiting of some of the student-participants, interrogating their digital media literacy, practices currently, along with discussing their memories of being involved in this research project. With the previous PhD work taking place in the school where the researcher was a teacher, this new research reviews the role creative practice can have in classrooms. Findings: Revisiting the data from past PhD research, which drew positive conclusions about the role game making can have in the teaching of literary texts, and in literacy progression generally, this paper then overlays new interview data from some of the past participants, affirming the power of critical game work in schools. Originality/value: The combination of a PhD methodology that was itself novel with a revisiting of research subjects in the present offers an original insight into the effectiveness of games-based classroom research over time. – Name: AbstractInfo Label: Abstractor Group: Ab Data: As Provided – Name: DateEntry Label: Entry Date Group: Date Data: 2026 – Name: AN Label: Accession Number Group: ID Data: EJ1508741 |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=eric&AN=EJ1508741 |
| RecordInfo | BibRecord: BibEntity: Identifiers: – Type: doi Value: 10.1108/ETPC-09-2025-0219 Languages: – Text: English PhysicalDescription: Pagination: PageCount: 15 StartPage: 218 Subjects: – SubjectFull: Longitudinal Studies Type: general – SubjectFull: Media Literacy Type: general – SubjectFull: Digital Literacy Type: general – SubjectFull: Video Games Type: general – SubjectFull: Review (Reexamination) Type: general – SubjectFull: Design Type: general – SubjectFull: Secondary School Students Type: general – SubjectFull: Student Attitudes Type: general – SubjectFull: Student Experience Type: general – SubjectFull: Game Based Learning Type: general – SubjectFull: Foreign Countries Type: general – SubjectFull: United Kingdom (London) Type: general Titles: – TitleFull: Creative Freedoms: Longitudinality and Game-Based Research with Teenagers Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Alison Jane Croasdale IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 06 Type: published Y: 2026 Identifiers: – Type: issn-electronic Value: 1175-8708 Numbering: – Type: volume Value: 25 – Type: issue Value: 2 Titles: – TitleFull: English Teaching: Practice and Critique Type: main |
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