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Walsh, Christopher and Apperley, Thomas
(2012).
URL: http://www.etc.cmu.edu/etcpress/files/GLS8.0-proce...
Abstract
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.
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- Item ORO ID
- 37576
- Item Type
- Conference or Workshop Item
- ISSN
- 2164-666X
- Extra Information
-
Proceedings
GLS 8.0
Games + Learning + Society Conference
editors Chrystle Martin, Amanda Ochsner, Kurt Squire - Academic Unit or School
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Faculty of Wellbeing, Education and Language Studies (WELS) > Education, Childhood, Youth and Sport
Faculty of Wellbeing, Education and Language Studies (WELS) - Copyright Holders
- © 2012 The Authors
- Depositing User
- Christopher Walsh