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Turning around' to the affordances of digital games: English curriculum and students' lifeworlds
Beavis, Catherine ; Walsh, Christopher ; Bradford, Clare ; O'Mara, Joanne ; Apperley, Thomas ; Gutierrez, Amanda
Beavis, Catherine
Walsh, Christopher
Bradford, Clare
O'Mara, Joanne
Apperley, Thomas
Gutierrez, Amanda
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Abstract
The need for English and literacy curriculum to connect with young people's lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked with teachers and students in five secondary schools to research the ways in which digital games might be incorporated into the English curriculum. Central to this endeavour was 'turning around' to the affordances of digital games and their paratexts to understand how they can be understood as text and action. Drawing on classroom observations and literature in Games Studies and English curriculum we present a timely model and innovative heuristic that we argue facilitates teachers incorporating digital games into their English classrooms. We illustrate how each assists teachers in 'turning around' to digital games to make their English classrooms more relevant to students' lifeworlds.
Keywords
Date
2015
Type
Journal article
Journal
English in Australia
Book
Volume
50
Issue
2
Page Range
30-40
Article Number
ACU Department
School of Education
Faculty of Education and Arts
Faculty of Education and Arts
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