2009
DOI: 10.1111/j.1754-8845.2009.01035.x
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Literacy in the digital age: Learning from computer games

Abstract: 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 arg… Show more

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Cited by 33 publications
(24 citation statements)
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“…I describe my own developing interest in video games as popular culture, their role in students' lives, and continuities between popular culture and more traditional literature as part of the spectrum of texts for study in the English classroom. In the second half of the commentary I present the model, developed by Tom Apperley and myself in conjunction with Clare Bradford, Joanne O'Mara, Christopher Walsh, and Amanda Gutierrez, working with high school teachers and students researching literacy in the digital age (Beavis, Apperley, Bradford, O'Mara, & Walsh, ). I return to the observations made by David and his mates, and Brian's unit of work, to illustrate the workings of the model and how it might be applied.…”
Section: What's Happening?mentioning
confidence: 99%
“…I describe my own developing interest in video games as popular culture, their role in students' lives, and continuities between popular culture and more traditional literature as part of the spectrum of texts for study in the English classroom. In the second half of the commentary I present the model, developed by Tom Apperley and myself in conjunction with Clare Bradford, Joanne O'Mara, Christopher Walsh, and Amanda Gutierrez, working with high school teachers and students researching literacy in the digital age (Beavis, Apperley, Bradford, O'Mara, & Walsh, ). I return to the observations made by David and his mates, and Brian's unit of work, to illustrate the workings of the model and how it might be applied.…”
Section: What's Happening?mentioning
confidence: 99%
“…Where a player starts and where a player ends up can be quite different, and this open-ended quality of apps aligns with authentic and idiosyncratic experiences of play. Beavis (2013) called attention to a relationship among the dimensions of design and the dimensions of play, alluding to this open-ended quality of games that "do not fit readily either into available definitions of literacy or into subject-specific parameters within school" (p. 72). Flewitt, Messer, and Kucirkova (2015) described a study that they conducted in early years settings where children played an app called Our Story.…”
Section: Open-endedmentioning
confidence: 99%
“…Gaming literacy suggests a changing stake in what it means to be literate in the era of ubiquitous computer and Internet access and increasingly ‘natural’ user/player–machine interfaces (Beavis et al, ; Zimmerman, ). During gameplay, pupils draw on their gaming literacies to accomplish difficult but motivating tasks and develop new knowledge by navigating the complex, changing virtual environment.…”
Section: Gaming Literacymentioning
confidence: 99%