You are not logged in.
Openly accessible

'Turning around' to the affordances of digital games: English curriculum and students' lifeworlds

Beavis, Catherine, Walsh, Christopher, Bradford, Clare, O'Mara, Joanne, Apperley, Thomas and Gutierrez, Amanda 2015, 'Turning around' to the affordances of digital games: English curriculum and students' lifeworlds, English in Australia, vol. 50, no. 2, pp. 30-40.

Attached Files
Name Description MIMEType Size Downloads
bradford-turningaround-2015.pdf Published version application/pdf 3.03MB 50

Title 'Turning around' to the affordances of digital games: English curriculum and students' lifeworlds
Author(s) Beavis, CatherineORCID iD for Beavis, Catherine orcid.org/0000-0002-8835-0309
Walsh, Christopher
Bradford, ClareORCID iD for Bradford, Clare orcid.org/0000-0001-8620-540X
O'Mara, JoanneORCID iD for O'Mara, Joanne orcid.org/0000-0003-3511-1125
Apperley, Thomas
Gutierrez, Amanda
Journal name English in Australia
Volume number 50
Issue number 2
Start page 30
End page 40
Total pages 11
Publisher Australian Association for the Teaching of English (AATE)
Place of publication Melbourne, Vic.
Publication date 2015-12-01
ISSN 0155-2147
Keyword(s) English curriculum
Literacy
Digital games
student engagement
Summary The need for English and literacy curriculum to connect with young people's lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked with teachers and students in five secondary schools to research the ways in which digital games might be incorporated into the English curriculum. Central to this endeavour was 'turning around' to the affordances of digital games and their paratexts to understand how they can be understood as text and action. Drawing on classroom observations and literature in Games Studies and English curriculum we present a timely model and innovative heuristic that we argue facilitates teachers incorporating digital games into their English classrooms. We illustrate how each assists teachers in 'turning around' to digital games to make their English classrooms more relevant to students' lifeworlds.
Language eng
Field of Research 1302 Curriculum And Pedagogy
Socio Economic Objective 930201 Pedagogy
HERDC Research category C1 Refereed article in a scholarly journal
Copyright notice ©2015, Australian Association for the Teaching of English (AATE)
Free to Read? Yes
Persistent URL http://hdl.handle.net/10536/DRO/DU:30080156

Connect to link resolver
 
Unless expressly stated otherwise, the copyright for items in DRO is owned by the author, with all rights reserved.

Every reasonable effort has been made to ensure that permission has been obtained for items included in DRO. If you believe that your rights have been infringed by this repository, please contact drosupport@deakin.edu.au.

Versions
Version Filter Type
Citation counts: TR Web of Science Citation Count  Cited 0 times in TR Web of Science
Scopus Citation Count Cited 0 times in Scopus
Google Scholar Search Google Scholar
Access Statistics: 140 Abstract Views, 50 File Downloads  -  Detailed Statistics
Created: Tue, 08 Dec 2015, 16:50:18 EST

Every reasonable effort has been made to ensure that permission has been obtained for items included in DRO. If you believe that your rights have been infringed by this repository, please contact drosupport@deakin.edu.au.