'Turning Around' to the Affordances of DIgital Games: English Curriculum and Students' Lifeworlds
File version
Version of Record (VoR)
Author(s)
Walsh, Christopher
Bradford, Clare
O'Mara, Joanne
Apperley, Thomas
Gutierrez, Amanda
Griffith University Author(s)
Primary Supervisor
Other Supervisors
Editor(s)
Date
Size
File type(s)
Location
License
Abstract
The need for English and literacy curriculum to connect with young people’s lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked with teachers and students in five secondary schools to research the ways in which digital games might be incorporated into the English curriculum. Central to this endeavour was ‘turning around’ to the affordances of digital games and their paratexts to understand how they can be understood as text and action. Drawing on classroom observations and literature in Games Studies and English curriculum we present a timely model and innovative heuristic that we argue facilitates teachers incorporating digital games into their English classrooms. We illustrate how each assists teachers in ‘turning around’ to digital games to make their English classrooms more relevant to students’ lifeworlds.
Journal Title
English in Australia
Conference Title
Book Title
Edition
Volume
50
Issue
2
Thesis Type
Degree Program
School
Publisher link
DOI
Patent number
Funder(s)
Grant identifier(s)
Rights Statement
Rights Statement
© The Author(s) 2015. The attached file is reproduced here in accordance with the copyright policy of the publisher. For information about this journal please refer to the journal’s website or contact the author[s].
Item Access Status
Note
Access the data
Related item(s)
Subject
Curriculum and pedagogy
English and literacy curriculum and pedagogy (excl. LOTE, ESL and TESOL)
Language studies