Games as Text and Games as Action: English, Literacy and Digital Games
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Chapters to date have discussed numerous ways in which teachers and students worked with games to build knowledge in disciplinary areas; the ways in which they made and played games; opportunities for creativity in and around games; and the role of games in the everyday business of young people’s lives. In this chapter, we discuss a third area of focus – the role of games as distinctive forms incorporating both text and action, within a context where attention to both print and multimodal literacies are a crucial but contentious area of English and Literacy education.
Serious Play: Literacy, Learning and Digital Games
Education not elsewhere classified