Literacy in the digital age: learning from computer games

Beavis, Catherine, Apperley, Thomas, Bradford, Clare, O'Mara, Joanne, and Walsh, Christopher (2009) Literacy in the digital age: learning from computer games. English in Education, 42 (2). pp. 162-175.

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The need for literacy and the English curriculum to attend to digital literacies in the twenty-first century is well established. Although studies in digital literacies have examined the inclusion of computer games in schools, there has not been an extended study of English teachers incorporating computer games into their teaching and learning through action research projects. This paper outlines the structure and progress of a research project exploring the uses of computer games in English classrooms. We argue that much can be learned about the teaching of both print and digital literacies from examining computer games and young people’s engagement in online digital culture in the world beyond school.

Item ID: 47890
Item Type: Article (Research - C1)
ISSN: 1754-8845
Keywords: literacy, computer games, English, curriculum, digital culture, youth
Funders: Australian Research Council (ARC), Department of Education and Early Childhood Development (Victoria), Victorian Association for the Teaching of English, Australian Centre for the Moving Image
Date Deposited: 04 Apr 2017 23:54
FoR Codes: 13 EDUCATION > 1303 Specialist Studies in Education > 130306 Educational Technology and Computing @ 100%
SEO Codes: 93 EDUCATION AND TRAINING > 9302 Teaching and Instruction > 930203 Teaching and Instruction Technologies @ 100%
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