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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 WalshThe 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 educationVolume
43Issue
2Pagination
162 - 175Publisher
Wiley-Blackwell PublishingLocation
United KingdomPublisher DOI
ISSN
0425-0494eISSN
1754-8845Language
engPublication classification
C1 Refereed article in a scholarly journalCopyright notice
2009, National Association for the Teaching of EnglishUsage metrics
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