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Computer games – pushing at the boundaries of literacy

journal contribution
posted on 2010-02-01, 00:00 authored by Catherine BeavisCatherine Beavis, Joanne O'MaraJoanne O'Mara
The need to expand traditional, print-based versions of literacy to also incorporate attention to multimodal forms of text and literacy in the English curriculum is now well established. Much can be learnt about students and their literacy practices from the exploration of their engagement with digital culture – particularly videogames – from their out-of-school lifeworlds. However, the emerging set of skills and competencies or, the ‘new’ literacies and literacy practices associated with multiple and ever-emerging genres generated through information and communications technologies, present challenges in terms of how they might be conceptualised as literacy (or not) and how the multiple dimensions entailed in gameplay are increasingly a part of what it means to be literate in the 21st century. Drawing on two case studies of classroom work, the paper describes approaches to conceptualising the complexity of digital texts and their access, production and distribution and the opportunity to create spaces where students could interact, socialise and learn in both the real and virtual world. Dimensions such as play, interactivity, action, movement and time raise challenging questions about the limits and possibilities of constructing games and gameplay as texts and literacy practices that push the boundaries of literacy.

History

Journal

Australian journal of language and literacy

Volume

33

Issue

1

Pagination

65 - 76

Publisher

Australian Literacy Educators' Association

Location

Norwood, S. Aust.

ISSN

1038-1562

Language

eng

Publication classification

C1.1 Refereed article in a scholarly journal

Copyright notice

2010, Australian Literacy Educators' Association

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