Shifting Practices and Frames: Literacy, Learning and Computer Games

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Beavis, Catherine
O’Mara, Joanne
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G. Johnson and N. Dempster

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2016
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Abstract

Digital culture and the online world have profound implications for contemporary notions of literacy, learning, and curriculum. The increasing integration of digital culture and technologies into young people’s lives reflects the energy and excitement offered by online worlds. Online forms of text and communication are shaping students’ experience of the world, including expectations and experiences about learning and literacy. While print literacies remain important, for schools to prepare students to participate in critical and agential ways in the contemporary and future world, they need also to teach them to be fully literate in digital and multimodal literacies, and at ease and in control in the online world. Computer games and other forms of digital games teach and exemplify multimodal forms of literacy. Schools can capitalise on their potential and work with them productively. Doing so, however, entails recognising the messy complexity of schooling and the practicalities of classroom lives. This chapter reports on a 3-year project in five schools concerned with literacy and computer games, and discusses the important role of teachers as on-the-ground leaders in pioneering new conceptions of literacy and curriculum change, and the importance of school structures and support to enable such change to happen.

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Leadership in Diverse Learning Contexts

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Educational Administration, Management and Leadership

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