Popular culture and the digital world are an important part of many children’s lives. Computer games, virtual worlds and social networking sites are seamlessly integrated into their everyday work, relationships and play. While the degree and nature of children’s involvement varies according to age, interest, opportunity and parental support, by the time they leave primary school, most students will have had significant engagement with popular culture, media and new technologies, including active first hand experience of digital culture and the online world. In Australia, the Australian Communications and Media Authority researched levels of engagement with digital culture and the online world. This study surveyed the media usage of young pe...
This article presents an analysis of data from a project which investigated children and young peopl...
This article presents an analysis of data from a project which investigated children and young peopl...
This article argues that digital games and school-based literacy practices have much more in common ...
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...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Today’s young people are growing up in a world full of digital technologies and, for many, the use o...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
The use of games in education and for learning has a long tradition ranging from commercial games to...
The need for English and literacy curriculum to connect with young people\u27s lifeworlds to build b...
This paper explores how media education principles can be extended to digital games, and whether the...
This article presents an analysis of data from a project which investigated children and young peopl...
This article presents an analysis of data from a project which investigated children and young peopl...
This article argues that digital games and school-based literacy practices have much more in common ...
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...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
Few spaces exist in schools that require students to research, play and design digital games. This p...
Today’s young people are growing up in a world full of digital technologies and, for many, the use o...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
The use of games in education and for learning has a long tradition ranging from commercial games to...
The need for English and literacy curriculum to connect with young people\u27s lifeworlds to build b...
This paper explores how media education principles can be extended to digital games, and whether the...
This article presents an analysis of data from a project which investigated children and young peopl...
This article presents an analysis of data from a project which investigated children and young peopl...
This article argues that digital games and school-based literacy practices have much more in common ...