
[3] van Leeuwen, T. Multimodal literacy.
Metaphor, 2017(4), 2017, pp.17-23, [Online].
https://search.informit.org/doi/10.3316/aeipt.2
19392 (Accessed Data: April 5, 2024).
[4] Kress, G., & van Leeuwen, T., Reading
images: The grammar of visual design (2nd
ed.), London: Routledge, 2006.
[5] Selwyn, N. The digital native–myth and
reality. Aslib Proceedings, 61(4), 2009, pp.
364-379.
https://doi.org/10.1108/00012530910973776.
[6] Lim, F. V., Toh, W., & Nguyen, T. T. H.
Multimodality in the English language
classroom: A systematic review of literature.
Linguistics and Education, 69(2022), 2022,
101048, pp.1-30.
https://doi.org/10.1016/j.linged.2022.101048
[7] Gee, J. P. What video games have to teach us
about learning and literacy. New York:
Palgrave Macmillan, 2007.
https://doi.org/10.1145/950566.950595.
[8] Toh, W., & Lim, F. V. Using video games for
learning: Developing a metalanguage for
digital play. Games and Culture, 16(5), 2021,
pp.583-610.
https://doi.org/10.1177/1555412020921339.
[9] Beavis, C. Multimodal Literacy, Digital
Games and Curriculum. In: Lowrie, T.,
Jorgensen (Zevenbergen), R. (eds) Digital
Games and Mathematics Learning.
Mathematics Education in the Digital Era, 4.
Springer, Dordrecht. 2015.
https://doi.org/10.1007/978-94-017-9517-3_7.
[10] Apperley, T., & Walsh, C. What digital games
and literacy have in common: a heuristic for
understanding pupils' gaming literacy.
Literacy, 46(3), 2012, pp.115-122.
https://doi.org/10.1111/j.1741-
4369.2012.00668.x.
[11] Consalvo, M. Cheating: Gaining advantage in
video games. Cambridge, MA: MIT Press,
2007.
https://doi.org/10.7551/mitpress/1802.001.000
1.
[12] Stufft, C. J., & von Gillern, S. Fostering
multimodal analyses of video games:
reflective writing in the middle school.
Journal of Adolescent & Adult Literacy, 65(3),
2021, pp.245-255.
https://doi.org/10.1002/jaal.1198.
[13] Dashtestani, R. The Winding Path towards
Implementing Digital Game-based Learning
(DGBL) in an Educational Context: the
Voices of Pre-service Teachers. Computer
Assisted Language Learning, 23(3), 2022,
pp.70-93.
[14] Hung, H. T., Yang, J. C., Hwang, G. J., Chu,
H. C., & Wang, C. C. A scoping review of
research on digital game-based language
learning. Computers & Education, 126(2018),
2018, pp.89-104.
https://doi.org/10.1016/j.compedu.2018.07.00
1.
[15] Zou, D., Huang, Y., & Xie, H. Digital game-
based vocabulary learning: where are we and
where are we going? Computer Assisted
Language Learning, 34(5-6), 2021, pp.751-
777.
https://doi.org/10.1080/09588221.2019.16407
45.
[16] Hung, H. T., Yang, J. C., & Tsai, Y. C. Student
Game Design as a Literacy Practice. Journal
of Educational Technology & Society, 23(1),
2020, pp.50-63, [Online].
https://www.jstor.org/stable/10.2307/2691540
6 (Accessed Data: March 10, 2024).
[17] Hanghøj, T., Kabel, K., & Jensen, S. H.
Digital games, literacy and language learning
in L1 and L2: A comparative review. L1-
Educational Studies in Language and
Literature, 22(2), 2022, pp.1-44.
https://doi.org/10.21248/l1esll.2022.22.2.363.
[18] Page, M. J., McKenzie, J. E., Bossuyt, P. M.,
Boutron, I., Hoffmann, T. C., Mulrow, C. D.,
& Moher, D. The PRISMA 2020 statement: an
updated guideline for reporting systematic
reviews. BMJ,372(n71), 2021, pp.1-9.
https://doi.org/10.1136/bmj.n71.
[19] Finfgeld-Connett, D. Use of content analysis
to conduct knowledge-building and theory-
generating qualitative systematic reviews.
Qualitative research, 14(3), 2014, pp.341-352.
https://doi.org/10.1177/1468794113481790.
[20] Van Eck, R. Digital game-based learning: It's
not just the digital natives who are restless.
EDUCAUSE Review, 41(2), 2006, pp.1-16.
[21] Berger, R., & McDougall, J. Reading
videogames as (authorless) literature. Literacy,
47(3), 2013, pp.142-149.
https://doi.org/10.1111/lit.12004.
[22] Checa-Romero, M. Developing skills in
digital contexts: Video games and films as
learning tools at primary school. Games and
Culture, 11(5), 2016, pp.463-488.
https://doi.org/10.1177/1555412015569248.
[23] Cipollone, M., Schifter, C. C., & Moffat, R. A.
Minecraft as a creative tool: A case study.
International Journal of Game-Based
Learning, 4(2), 2014, pp.1-14.
[24] Dezuanni, M. Minecraft and children’s digital
WSEAS TRANSACTIONS on COMPUTER RESEARCH
DOI: 10.37394/232018.2024.12.46
Yanan Shen, Habibah Ab Jalil, Rahimah Jamaluddin