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Literacy in the digital age : learning from computer games

journal contribution
posted on 2009-01-01, 00:00 authored by Clare BradfordClare Bradford, Catherine BeavisCatherine Beavis, T Apperley, Joanne O'MaraJoanne O'Mara, Christopher Walsh
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.

History

Journal

English in education

Volume

43

Issue

2

Pagination

162 - 175

Publisher

Wiley-Blackwell Publishing

Location

United Kingdom

ISSN

0425-0494

eISSN

1754-8845

Language

eng

Publication classification

C1 Refereed article in a scholarly journal

Copyright notice

2009, National Association for the Teaching of English

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