beavis-modelforcriticalgames-2013.pdf (146.68 kB)
A model for critical games literacy
journal contribution
posted on 2013-02-01, 00:00 authored by T Apperley, Catherine BeavisCatherine BeavisThis 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.
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Journal
E-learning and digital mediaVolume
10Issue
1Pagination
1 - 12Publisher
SageLocation
London, Eng.Publisher DOI
Link to full text
ISSN
1741-8887eISSN
2042-7530Language
engPublication classification
C1.1 Refereed article in a scholarly journalCopyright notice
2013, SAGE PublicationsUsage metrics
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