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Literacy in the digital age: Learning from computer games

Beavis, Catherine; Apperley, Thomas; Bradford, Clare; O'Mara, Joanne and Walsh, Christopher (2009). Literacy in the digital age: Learning from computer games. English in Education, 43(2) pp. 162–175.

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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.

Item Type: Journal Item
Copyright Holders: 2009 Blackwell Publishing
ISSN: 0425-0494
Academic Unit/School: Faculty of Wellbeing, Education and Language Studies (WELS) > Education, Childhood, Youth and Sport
Faculty of Wellbeing, Education and Language Studies (WELS)
Research Group: Centre for Research in Education and Educational Technology (CREET)
Item ID: 19575
Depositing User: Christopher Walsh
Date Deposited: 20 Jan 2010 16:22
Last Modified: 28 Jun 2020 10:33
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