Using gaming paratexts in the literacy classroom

Walsh, Chris, and Apperley, Thomas (2013) Using gaming paratexts in the literacy classroom. In: Proceedings of the GLS 8.0 Games + Leraning + Society Conference. pp. 323-330. From: GLS 8.0 Games + Leraning + Society Conference, 13-15 June 2012, Madison, WI, USA.

[img]
Preview
PDF (Published Version) - Published Version
Available under License Creative Commons Attribution.

Download (263kB) | Preview
View at Publisher Website: http://repository.cmu.edu/cgi/viewconten...
 
33


Abstract

This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts.

Item ID: 52142
Item Type: Conference Item (Presentation)
Copyright Information: This work is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 License.
Date Deposited: 09 Aug 2018 02:08
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%
Downloads: Total: 33
Last 12 Months: 2
More Statistics

Actions (Repository Staff Only)

Item Control Page Item Control Page