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  • Literacy learning and computer games: A curriculum challenge for our times

    Author(s)
    Beavis, Catherine
    O'Mara, Joanne
    McNeice, Lisa
    Griffith University Author(s)
    Beavis, Catherine A.
    Year published
    2012
    Metadata
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    Abstract
    This book comes from the work of many teachers, researchers and observant others who contributed to the three year project, Literacy in the Digital World of the Twenty First Century: Learning from Computer Games. Like much work in education, when the project was first conceived, we did not imagine the shape of the final journey, the people we would encounter along the way and the relationships we would form with different teachers, schools, researchers and theorists as a result of this project. The book represents the work of the teachers, students, academics and educators who participated in the project, underpinned by the ...
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    This book comes from the work of many teachers, researchers and observant others who contributed to the three year project, Literacy in the Digital World of the Twenty First Century: Learning from Computer Games. Like much work in education, when the project was first conceived, we did not imagine the shape of the final journey, the people we would encounter along the way and the relationships we would form with different teachers, schools, researchers and theorists as a result of this project. The book represents the work of the teachers, students, academics and educators who participated in the project, underpinned by the vision and contribution of the Industry Partners: The Department of Education and Early Childhood Development in Victoria, the Australian Centre for the Moving Image and the Victorian Association for the Teaching of English. It conveys a sense of our exploration, and maps the territory we covered and what individually and collectively participants in the project have realised. The project team comprised Catherine Beavis, Clare Bradford, Joanne O'Mara and Christopher S. Walsh, together with Research Fellow Thomas Apperley, and a team of teacher researchers including co-editor Lisa McNeice. Research assistance was provided by Amanda Gutierrez and Phillipa Hodder at Deakin University, and by Joy Reynolds and Jay Deagon at Griffith University. In conjunction with the Industry Partners, the project was funded by the Australian Research Council under its Linkage scheme
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    Book Title
    Digital Games: Literacy in Action
    Publisher URI
    http://www.wakefieldpress.com.au/product.php?productid=981&cat=0&page=1
    Subject
    Curriculum and Pedagogy Theory and Development
    Creative Arts, Media and Communication Curriculum and Pedagogy
    English and Literacy Curriculum and Pedagogy (excl. LOTE, ESL and TESOL)
    Publication URI
    http://hdl.handle.net/10072/54574
    Collection
    • Book chapters

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