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


Autoria(s): Apperley, Thomas; Beavis, Catherine
Data(s)

01/04/2011

Resumo

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.

Identificador

http://hdl.handle.net/10536/DRO/DU:30084673

Idioma(s)

eng

Publicador

Taylor and Francis

Relação

http://dro.deakin.edu.au/eserv/DU:30084673/beavis-literacyintoaction-2011.pdf

http://www.dx.doi.org/10.1080/1554480X.2011.554620

Direitos

2011, Taylor & Francis

Palavras-Chave #computer game and literacy #game literacy #digital literacy and pedagogy #game studies
Tipo

Journal Article