Digital games : literacy in action


Autoria(s): Beavis, Catherine; O'Mara, Joanne; McNeice, Lisa
Contribuinte(s)

Beavis, Catherine

O'Mara, Joanne

McNeice, Lisa

Data(s)

01/01/2012

Resumo

Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people.<br /><br />The contributors use the interaction between the theoretical frameworks of games as text and games as action to explore a wide of range of issues relevant to the teaching of English and literacy. These include understanding games as media texts, the place of digital culture in young people's lives, the narrative and visual design components of games, exploring concepts of role play and identity in games, the potential for games to engage disengaged students, and issues of gender and social interaction in game playing.

Identificador

http://hdl.handle.net/10536/DRO/DU:30050338

Idioma(s)

eng

Publicador

Wakefield Press

Relação

http://dro.deakin.edu.au/eserv/DU:30050338/beavis-digitalgames-2012.pdf

Palavras-Chave #Computer games #Literacy #digital literacy #Education - Effect of technological innovations on #Visual literacy #Computers and literacy - Australia #Video games and children
Tipo

Book