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\u27s engagement in online digital culture in the world beyond school
ABSTRACT: This article presents an overview of how the popular “3-Cs” model (creative, critical and ...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
With this survey paper we have contrasted and summarized research on digital games and language lear...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Using data gathered from a three-year research project exploring digital literacy and pedagogy with ...
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 ...
This article argues that digital games and school-based literacy practices have much more in common ...
The need for English and literacy curriculum to connect with young people\u27s lifeworlds to build b...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
Popular culture and the digital world are an important part of many children’s lives. Computer games...
ABSTRACT: This article presents an overview of how the popular “3-Cs” model (creative, critical and ...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
With this survey paper we have contrasted and summarized research on digital games and language lear...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Using data gathered from a three-year research project exploring digital literacy and pedagogy with ...
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 ...
This article argues that digital games and school-based literacy practices have much more in common ...
The need for English and literacy curriculum to connect with young people\u27s lifeworlds to build b...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
Popular culture and the digital world are an important part of many children’s lives. Computer games...
ABSTRACT: This article presents an overview of how the popular “3-Cs” model (creative, critical and ...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
With this survey paper we have contrasted and summarized research on digital games and language lear...