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Using gaming paratexts in the literacy classroom

Walsh, Christopher and Apperley, Thomas (2012). Using gaming paratexts in the literacy classroom. In: Proceedings GLS 8.0 Games + Learning + Society Conference (Martin, Chrystle; Oschner, Amanda and Squire, Kurt eds.), ETC Press, pp. 322–329.

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This paper illustrates how digital game paratexts may effectively be used in the high school English to meet a variety of traditional and multimodal literacy outcomes. Paratexts are texts that refer to digital gaming and game cultures, and using them in the classroom enables practitioners to focus on and valorise the considerable literacies and skills that young people develop and deploy in their engagement with digital gaming and game cultures. The effectiveness of valorizing paratexts in this manner is demonstrated through two examples of assessment by students in classes where teachers had designed curriculum and assessment activities using paratexts.

Item Type: Conference or Workshop Item
Copyright Holders: 2012 The Authors
ISSN: 2164-666X
Extra Information: Proceedings
GLS 8.0
Games + Learning + Society Conference
editors Chrystle Martin, Amanda Ochsner, Kurt Squire
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: 37576
Depositing User: Christopher Walsh
Date Deposited: 13 May 2013 09:14
Last Modified: 15 Jun 2020 22:03
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