This article discusses the findings from a research project for which A Level and undergraduate English Literature teachers and students read, taught and studied the videogame L.A Noire as a literary text
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
ABSTRACT This article reports on a study of 23 tenth-grade students who created fiction in digital g...
Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us Abou...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
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 ...
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...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
Using data gathered from a three-year research project exploring digital literacy and pedagogy with ...
The central focus of this study is to look at the legitimacy of using computer games for textual stu...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
ABSTRACT This article reports on a study of 23 tenth-grade students who created fiction in digital g...
Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us Abou...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
The need to expand traditional, print-based versions of literacy to also incorporate attention to mu...
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 ...
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...
Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance...
The need for literacy and the English curriculum to attend to digital literacies in the twenty-first...
Using data gathered from a three-year research project exploring digital literacy and pedagogy with ...
The central focus of this study is to look at the legitimacy of using computer games for textual stu...
Videogames, and young people\u27s engagement with them, are of growing interest to education. This p...
ABSTRACT This article reports on a study of 23 tenth-grade students who created fiction in digital g...
Since the publication of James Paul Gee’s (2003) seminal text What Video Games Have to Teach us Abou...