ABSTRACT This article addresses practices of textual appropriation in computer games made by young people. By focusing on how young people’s production work makes reference to popular media texts, it examines the basis on which such work claims to be legible as a game text: how it claims to be literate in the context of an after-school game-making club. The analysis builds on studies of ‘identity work ’ at play in children’s discussions of popular media, but develops this by looking at practices of media production rather than consumption. To realise this move, the article draw on methods of textual analysis developed for the study of multimodal, interactive texts. The article contributes to debates about the nature of creativity and how th...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
In this paper, we will present findings from the first twelve months of a research and development p...
In this article, an analysis of multimodal representations in elementary school students’ descriptiv...
Many recent efforts to promote new literacies involve the promotion of creative media production as ...
ABSTRACT: This article presents an overview of how the popular “3-Cs” model (creative, critical and ...
Abstract. Many new literacies efforts promote creative media production as a way to foster youth ’ l...
ABSTRACT: This paper compares the oral and visual representations which 12 to 13-year-old students p...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
Few spaces exist in schools that require students to research, play and design digital games. This p...
This article argues that digital games and school-based literacy practices have much more in common ...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
This article argues that digital games and school-based literacy practices have much more in common ...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
This paper explores how media education principles can be extended to digital games, and whether the...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
In this paper, we will present findings from the first twelve months of a research and development p...
In this article, an analysis of multimodal representations in elementary school students’ descriptiv...
Many recent efforts to promote new literacies involve the promotion of creative media production as ...
ABSTRACT: This article presents an overview of how the popular “3-Cs” model (creative, critical and ...
Abstract. Many new literacies efforts promote creative media production as a way to foster youth ’ l...
ABSTRACT: This paper compares the oral and visual representations which 12 to 13-year-old students p...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
The nature of ‘reading’ different types of texts, across all media, is fundamentally beholden to the...
Few spaces exist in schools that require students to research, play and design digital games. This p...
This article argues that digital games and school-based literacy practices have much more in common ...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
This article argues that digital games and school-based literacy practices have much more in common ...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
This paper explores how media education principles can be extended to digital games, and whether the...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
In this paper, we will present findings from the first twelve months of a research and development p...
In this article, an analysis of multimodal representations in elementary school students’ descriptiv...