Engaging the enemy: Computer games in the English classroom
File version
Version of Record (VoR)
Author(s)
Kitson, Lisbeth
Griffith University Author(s)
Primary Supervisor
Other Supervisors
Editor(s)
Date
Size
File type(s)
Location
License
Abstract
This article presents findings from a research study exploring the use of computer games as curriculum texts in a Year 9 English classroom. Motivated by a desire to engage students immersed in digital culture with the literature and literacy of the English classroom, the research drew on a 'sensory turn' in literacy theories and explores the embodied and sensory nature of meaning-making in the digital realm (Howes, 2016). This paper presents data from interviews, artefacts and classroom observations of time students who identified as regular computer game players. The ensuing discussion draws on phenomenological methods to explore the students' perceptions and their literate practices as they engaged with computer games in English. The findings indicate that bringing computer games into the classroom affords students rich opportunities for rewarding and innovative work that can transcend traditional classroom boundaries and notions of literacy. The paper points to a need for broader, more nuanced understandings of literacy to align with new age literacy practices.
Journal Title
Literacy Learning: The Middle Years
Conference Title
Book Title
Edition
Volume
25
Issue
3
Thesis Type
Degree Program
School
DOI
Patent number
Funder(s)
Grant identifier(s)
Rights Statement
Rights Statement
© 2017 Australian Literacy Educators' Association. The attached file is reproduced here in accordance with the copyright policy of the publisher. Please refer to the journal's website for access to the definitive, published version.
Item Access Status
Note
Access the data
Related item(s)
Subject
English and Literacy Curriculum and Pedagogy (excl. LOTE, ESL and TESOL)
Education Systems
Curriculum and Pedagogy