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 |
Please use this identifier to cite this record: http://hdl.handle.net/10072/42268
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