Literacy in the digital age : learning from computer games


Autoria(s): Bradford, Clare; Beavis, Catherine; Apperley, Thomas; O'Mara, Joanne; Walsh, Christopher
Data(s)

01/01/2009

Resumo

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.

Identificador

http://hdl.handle.net/10536/DRO/DU:30021447

Idioma(s)

eng

Publicador

Wiley-Blackwell Publishing

Relação

http://dro.deakin.edu.au/eserv/DU:30021447/bradford-literacyin-2009.pdf

http://dx.doi.org/10.1111/j.1754-8845.2009.01035.x

Direitos

2009, National Association for the Teaching of English

Palavras-Chave #literacy #computer games #English #curriculum #digital culture #youth
Tipo

Journal Article