Serious Play : Literacy, Learning, and Digital Games
Beavis, Catherine, Dezuanni, Michael L., & O'Mara, Joanne (Eds.) (2017) Serious Play : Literacy, Learning, and Digital Games. Digital Games and Learning. Routledge, New York. (In Press)
Literacy, Learning, and Digital Games is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning, and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay, and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.
Impact and interest:
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|Keywords:||Digital Games, Literacy, Learning, Digital Literacies, Education|
|Subjects:||Australian and New Zealand Standard Research Classification > EDUCATION (130000) > CURRICULUM AND PEDAGOGY (130200) > Curriculum and Pedagogy Theory and Development (130202)
Australian and New Zealand Standard Research Classification > LANGUAGES COMMUNICATION AND CULTURE (200000) > COMMUNICATION AND MEDIA STUDIES (200100) > Communication Technology and Digital Media Studies (200102)
|Divisions:||Current > Research Centres > Digital Media Research Centre
Current > QUT Faculties and Divisions > Creative Industries Faculty
Past > Schools > School of Media, Entertainment & Creative Arts
|Deposited On:||13 Oct 2016 05:47|
|Last Modified:||14 Oct 2016 03:36|
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