Literacy in the digital age: Learning from computer games

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Title Literacy in the digital age: Learning from computer games
Author Beavis, Catherine Alice; Apperley, Thomas; Bradford, Clare; O'Mara, Joanne; Walsh, Christopher
Journal Name English in Education
Year Published 2009
Place of publication United Kingdom
Publisher Blackwell Publishing
Abstract 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.
Peer Reviewed Yes
Published Yes
Alternative URI http://dx.doi.org/10.1111/j.1754-8845.2009.01035.x
Copyright Statement Copyright 2009 NATE. This is the author-manuscript version of the paper. Reproduced in accordance with the copyright policy of the publisher.The definitive version is available at www.interscience.wiley.com
Volume 43
Issue Number 2
Page from 162
Page to 175
ISSN 0425-0494
Date Accessioned 2010-03-02
Language en_AU
Research Centre Griffith Institute for Educational Research
Faculty Faculty of Education
Subject English and Literacy Curriculum and Pedagogy (excl LOTE, ESL and TESOL)
URI http://hdl.handle.net/10072/29829
Publication Type Journal Articles (Refereed Article)
Publication Type Code c1

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