Literacy into action: digital games as action and text in the English and literacy classroom

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Title Literacy into action: digital games as action and text in the English and literacy classroom
Author Apperley, Thomas; Beavis, Catherine Alice
Journal Name Pedagogies
Year Published 2011
Place of publication United States
Publisher Routledge
Abstract Using data gathered from a three-year research project exploring digital literacy and pedagogy with respect to video games, including classroom games-based pedagogy and curriculum and ethnographic research on students' digital game playing, this article locates and explores a key conceptual problem facing the incorporation of digital games into English and literacy classroom activities. This challenge is defined as “action” and refers to the non-visual and non-textual elements of gameplay. This challenge is explored both theoretically and through a practical discussion of various strategies developed by teachers in the project to approach this issue. The article draws on contemporary game studies in order to map out and highlight several key areas where action-based projects lead to critical reflection.
Peer Reviewed Yes
Published Yes
Alternative URI http://www.tandfonline.com/doi/abs/10.1080/1554480X.2011.554620
Volume 6
Issue Number 2
Page from 130
Page to 143
ISSN 1554-4818
Date Accessioned 2011-09-22
Date Available 2012-02-10T01:08:56Z
Language en_US
Research Centre Griffith Institute for Educational Research
Faculty Arts, Education and Law
Subject English and Literacy Curriculum and Pedagogy (excl LOTE, ESL and TESOL)
URI http://hdl.handle.net/10072/42268
Publication Type Journal Articles (Refereed Article)
Publication Type Code c1

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