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Dive into the research topics where Sandra Schamroth Abrams is active.

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Featured researches published by Sandra Schamroth Abrams.


Journal of Literacy Research | 2014

Demystifying Digitalk The What and Why of the Language Teens Use in Digital Writing

Kristen Hawley Turner; Sandra Schamroth Abrams; Elvira K. Katić; Meredith Jeta Donovan

The language teens use in digital spaces—from social network posts to instant message chats to text messages—often does not adhere to Standard Written English (SWE). Their digital writing involves a combination of written and conversational languages and often has a digital thumbprint that distinguishes the writer. As a means to understand this digitalk, we conducted a mixed method study that not only examines the conventions of digitalk, but also explores the impetus behind teens’ languages choices. Over the course of 2 years and three rounds of data collection, we investigated the digital language use of 81 adolescents (Grades 7-12) from urban and suburban, public and private schools in a large metropolitan area. Data provide insight into the conventions of digitalk and the reasons these features of language have been conventionalized within adolescent digital communities. Ultimately, we see teens engaging in purposeful writing that may differ from SWE, but, nonetheless, shows an awareness of audience, efficiency in communication, expression of personal voice, and inclusion in a community of practice.


Educational Media International | 2014

From Mario to FIFA: what qualitative case study research suggests about games-based learning in a US classroom

Hannah R. Gerber; Sandra Schamroth Abrams; Anthony J. Onwuegbuzie; Cindy L. Benge

This article explores the impact of using commercial-off-the-shelf (COTS) videogames in a high school curriculum when developed through a connected learning frame by examining the influence that COTS videogames have on transforming students’ literacy learning in-school. However, it must be noted that transforming literacy in school is about more than bridging in- and out-of-school literacies; it concerns developing a deeper understanding of the meaning of literacy in today’s multimediated world, and the ways that these experiences are connected not only to media, but to traditional texts, peers, and guiding teachers, so that we can better grasp how to harness new learning styles and new ways of making meaning in contemporary classroom spaces. To understand how to capture in and out-of-school practices, we conducted a qualitative case study of two high school students enrolled in a reading intervention class that incorporated a COTS videogames curriculum. Data were analyzed via a constant comparison analysis. Findings indicated that the games-based curriculum created through a connected learning frame enabled students to engage in a constellation of connections among digital media, traditional texts, peers, and guiding teachers.


Archive | 2016

Zombies, Boys, and Videogames: Problems and Possibilities in an Assessment Culture

Sandra Schamroth Abrams

In many ways, the zombie seems to be a suitable trope for the challenges students, teachers, and parents may face as they confront and respond to imposed standards and curricula. More specifically, this chapter extends the zombie metaphor to examine the challenges two adolescent male learners and their mother faced as their New York public middle and high schools adopted national standards and imposed curricular modifications. Through the perspective of the stakeholders (the two students and their mother), assessment-driven changes ironically challenged good pedagogy and generated hysteria. In light of the qualitative data, this chapter suggests that videogames can provide a model for productive, collaborative, and creative change that promises to be relevant and meaningful to educators and students.


Archive | 2014

Bridging Literacies with Videogames

Hannah R. Gerber; Sandra Schamroth Abrams

These diverse topics will provide scholars, teachers, and curriculum developers with empirical support for bringing videogames into classroom spaces to foster meaning making. Bridging Literacies with Videogames is an essential text for undergraduates, graduates, and faculty interested in contemporizing learning with the medium of the videogame. G A M I N G E C O L O G I E S A N D P E D A G O G I E S S E R I E S


Educational Media International | 2009

A gaming frame of mind: digital contexts and academic implications

Sandra Schamroth Abrams


Archive | 2010

The Dynamics of Video Gaming: Influences Affecting Game Play and Learning

Sandra Schamroth Abrams


English Journal | 2014

Cross-Literate Digital Connections: Contemporary Frames for Meaning Making

Sandra Schamroth Abrams; Hannah R. Gerber


E-learning and Digital Media | 2013

Constellations of Support and Impediment: Understanding Early Implementation Dynamics in the Research and Development of an Online Multimodal Writing and Peer Review Environment

Justin Olmanson; Sandra Schamroth Abrams


The Alan Review | 2016

Layered Literacies: Layered Perspectives of Adolescent Literacies

Erica Lucci; Sandra Schamroth Abrams; Hannah R. Gerber


STEM Journal | 2015

Cultural and Situational Influences on Learner/Teacher Beliefs: Effects of Subtitles Using CSI: Miami

Hannah R. Gerber; Sandra Schamroth Abrams

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Hannah R. Gerber

Sam Houston State University

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Cindy L. Benge

Sam Houston State University

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Justin Olmanson

University of Texas at Austin

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