Literacy in the digital age : learning from computer games

Bradford, Clare, Beavis, Catherine, Apperley, Thomas, O'Mara, Joanne and Walsh, Christopher 2009, Literacy in the digital age : learning from computer games, English in education, vol. 43, no. 2, pp. 162-175, doi: 10.1111/j.1754-8845.2009.01035.x.

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Title Literacy in the digital age : learning from computer games
Author(s) Bradford, ClareORCID iD for Bradford, Clare
Beavis, CatherineORCID iD for Beavis, Catherine
Apperley, Thomas
O'Mara, JoanneORCID iD for O'Mara, Joanne
Walsh, Christopher
Journal name English in education
Volume number 43
Issue number 2
Start page 162
End page 175
Total pages 14
Publisher Wiley-Blackwell Publishing
Place of publication United Kingdom
Publication date 2009
ISSN 0425-0494
Keyword(s) literacy
computer games
digital culture
Summary 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.
Language eng
DOI 10.1111/j.1754-8845.2009.01035.x
Field of Research 200102 Communication Technology and Digital Media Studies
Socio Economic Objective 970120 Expanding Knowledge in Language, Communication and Culture
HERDC Research category C1 Refereed article in a scholarly journal
Copyright notice ©2009, National Association for the Teaching of English
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Document type: Journal Article
Collections: Faculty of Arts and Education
School of Communication and Creative Arts
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