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dc.contributor.authorBeavis, Catherine
dc.contributor.authorO'Mara, Joanne
dc.contributor.authorMcNeice, Lisa
dc.contributor.editorBeavis, Catherine
dc.contributor.editorO'Mara, Joanne
dc.contributor.editorMcNeice, Lisa
dc.date.accessioned2017-05-03T15:34:56Z
dc.date.available2017-05-03T15:34:56Z
dc.date.issued2012
dc.date.modified2013-11-25T00:48:22Z
dc.identifier.isbn9781743051276
dc.identifier.urihttp://hdl.handle.net/10072/54574
dc.description.abstractThis 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
dc.description.publicationstatusYes
dc.languageEnglish
dc.language.isoeng
dc.publisherWakefield Press
dc.publisher.placeAustralia
dc.publisher.urihttp://www.wakefieldpress.com.au/product.php?productid=981&cat=0&page=1
dc.relation.ispartofbooktitleDigital Games: Literacy in Action
dc.relation.ispartofchapter1
dc.relation.ispartofstudentpublicationN
dc.relation.ispartofpagefrom3
dc.relation.ispartofpageto11
dc.rights.retentionY
dc.subject.fieldofresearchCurriculum and Pedagogy Theory and Development
dc.subject.fieldofresearchCreative Arts, Media and Communication Curriculum and Pedagogy
dc.subject.fieldofresearchEnglish and Literacy Curriculum and Pedagogy (excl. LOTE, ESL and TESOL)
dc.subject.fieldofresearchcode130202
dc.subject.fieldofresearchcode130201
dc.subject.fieldofresearchcode130204
dc.titleLiteracy learning and computer games: A curriculum challenge for our times
dc.typeBook chapter
dc.type.descriptionB2 - Chapters (Other)
dc.type.codeB - Book Chapters
gro.facultyArts, Education & Law Group, School of Education and Professional Studies
gro.date.issued2012
gro.hasfulltextNo Full Text
gro.griffith.authorBeavis, Catherine A.


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