Beavis, Catherine; Apperley, Thomas; Bradford, Clare; O'Mara, Joanne and Walsh, Christopher
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|DOI (Digital Object Identifier) Link:||http://dx.doi.org/doi:10.1111/j.1754-8845.2009.01035.x|
|Google Scholar:||Look up in Google Scholar|
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 Article|
|Copyright Holders:||2009 Blackwell Publishing|
|Academic Unit/Department:||Education and Language Studies > Education|
|Depositing User:||Christopher Walsh|
|Date Deposited:||20 Jan 2010 16:22|
|Last Modified:||24 Oct 2012 04:45|
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