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  • Digital games, new literacies and English

    Author(s)
    Beavis, Catherine
    Griffith University Author(s)
    Beavis, Catherine A.
    Year published
    2012
    Metadata
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    Abstract
    English as a school subject is increasingly required to teach an expanded repertoire of literacies and texts. Demands are made for the subject's longstanding concern with literacy and the mastery of 'standard' English to be extended now to also include attention to multimodal non-print forms, with the need to teach students to become active, capable and critical users of both traditional and 'new' literacies. This chapter discusses the use of 3D approaches to English and new media texts, particularly videogames, in the English and literacy classroom, and the ways in which the model might be used as a framework for curriculum ...
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    English as a school subject is increasingly required to teach an expanded repertoire of literacies and texts. Demands are made for the subject's longstanding concern with literacy and the mastery of 'standard' English to be extended now to also include attention to multimodal non-print forms, with the need to teach students to become active, capable and critical users of both traditional and 'new' literacies. This chapter discusses the use of 3D approaches to English and new media texts, particularly videogames, in the English and literacy classroom, and the ways in which the model might be used as a framework for curriculum planning and pedagogy, and for consideration of the literary and literacy dimensions of these new media forms.
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    Book Title
    Literacy in 3D: An integrated perspective in theory and practice
    Publisher URI
    https://shop.acer.edu.au/literacy-in-3d
    Subject
    English and Literacy Curriculum and Pedagogy (excl. LOTE, ESL and TESOL)
    Publication URI
    http://hdl.handle.net/10072/50468
    Collection
    • Book chapters

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