Children are often positioned as consumers of digital games, but what happens when they become the creators and producers of their own games? This chapter describes a digital game-making project in a Year 3/4 classroom where young students made their own digital games using the block coding program Scratch. While this project cuts across several curriculum areas, it was primarily designed as a Language and Literacies project with written composition at the centre.
The case study data used in this chapter was collected from one teacher, Nick, and his Year 3/4 classes over a three-year period. While coding work in schools is generally located in Science, Technology and Mathematics education (STEM), Nick drew upon the affordances of Scratch to develop a strong language arts/ literacies focus through a game-making unit. In this way, the unit cuts across the curriculum, addressing many of the STEM standards in addition to those of Language and Literacy.
History
Chapter number
7
Pagination
102-114
Open access
Yes
ISBN-13
9781134979110
ISBN-10
1134979118
Language
eng
Publication classification
B1 Book chapter
Copyright notice
2017, Routledge
Extent
13
Editor/Contributor(s)
Beavis C, Dezuanni M, O'Mara J
Publisher
Routledge
Place of publication
New York, N.Y.
Title of book
Serious play: literacy, learning and digital games