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dc.contributor.authorToomey, Margaret
dc.contributor.authorKitson, Lisbeth
dc.date.accessioned2018-02-01T05:15:24Z
dc.date.available2018-02-01T05:15:24Z
dc.date.issued2017
dc.identifier.issn1320-5692
dc.identifier.urihttp://hdl.handle.net/10072/368764
dc.description.abstractThis article presents findings from a research study exploring the use of computer games as curriculum texts in a Year 9 English classroom. Motivated by a desire to engage students immersed in digital culture with the literature and literacy of the English classroom, the research drew on a 'sensory turn' in literacy theories and explores the embodied and sensory nature of meaning-­making in the digital realm (Howes, 2016). This paper presents data from interviews, artefacts and classroom observations of time students who identified as regular computer game players. The ensuing discussion draws on phenomenological methods to explore the students' perceptions and their literate practices as they engaged with computer games in English. The findings indicate that bringing computer games into the classroom affords students rich opportunities for rewarding and innovative work that can transcend traditional classroom boundaries and notions of literacy. The paper points to a need for broader, more nuanced understandings of literacy to align with new age literacy practices.
dc.description.peerreviewedYes
dc.languageEnglish
dc.language.isoeng
dc.publisherAustralian Literacy Educators' Association
dc.publisher.urihttps://www.alea.edu.au/resources/alea-journals-and-newsletters/literacy-learning-the-middle-years
dc.relation.ispartofpagefrom38
dc.relation.ispartofpageto49
dc.relation.ispartofissue3
dc.relation.ispartofjournalLiteracy Learning: The Middle Years
dc.relation.ispartofvolume25
dc.subject.fieldofresearchEnglish and Literacy Curriculum and Pedagogy (excl. LOTE, ESL and TESOL)
dc.subject.fieldofresearchEducation Systems
dc.subject.fieldofresearchCurriculum and Pedagogy
dc.subject.fieldofresearchcode130204
dc.subject.fieldofresearchcode1301
dc.subject.fieldofresearchcode1302
dc.titleEngaging the enemy: Computer games in the English classroom
dc.typeJournal article
dc.type.descriptionC1 - Articles
dc.type.codeC - Journal Articles
dc.description.versionVersion of Record (VoR)
gro.facultyArts, Education & Law Group, School of Education and Professional Studies
gro.rights.copyright© 2017 Australian Literacy Educators' Association. The attached file is reproduced here in accordance with the copyright policy of the publisher. Please refer to the journal's website for access to the definitive, published version.
gro.hasfulltextFull Text
gro.griffith.authorKitson, Lisbeth A.
gro.griffith.authorToomey, Margaret


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