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A model for critical games literacy

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journal contribution
posted on 2013-02-01, 00:00 authored by T Apperley, Catherine BeavisCatherine Beavis
This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and collaboration that occurs in gaming and gaming culture has an impact on students' understanding of their own lifeworlds. The authors demonstrate how the development of curricula around and with games and gaming cultures can incorporate and capitalise on approaches to learning and collaboration, design and identity that students have developed in their own gaming practices.

History

Journal

E-learning and digital media

Volume

10

Issue

1

Pagination

1 - 12

Publisher

Sage

Location

London, Eng.

ISSN

1741-8887

eISSN

2042-7530

Language

eng

Publication classification

C1.1 Refereed article in a scholarly journal

Copyright notice

2013, SAGE Publications

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