Digital games, new literacies and English
Author(s)
Beavis, Catherine
Griffith University Author(s)
Year published
2012
Metadata
Show full item recordAbstract
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 ...
View more >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.
View less >
View more >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.
View less >
Book Title
Literacy in 3D: An integrated perspective in theory and practice
Publisher URI
Subject
English and Literacy Curriculum and Pedagogy (excl. LOTE, ESL and TESOL)