Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 3 |
Descriptor
Foreign Countries | 3 |
Literacy Education | 3 |
Models | 3 |
Teaching Methods | 3 |
Video Games | 3 |
Design | 2 |
Educational Technology | 2 |
English Instruction | 2 |
Catholic Schools | 1 |
Computer Games | 1 |
Cooperation | 1 |
More ▼ |
Author
Beavis, Catherine | 3 |
Apperley, Thomas | 1 |
Apperley, Tom | 1 |
Bradford, Clare | 1 |
Gutierrez, Amanda | 1 |
O'Mara, Joanne | 1 |
Walsh, Christopher | 1 |
Publication Type
Journal Articles | 3 |
Reports - Descriptive | 3 |
Education Level
Higher Education | 1 |
Postsecondary Education | 1 |
Secondary Education | 1 |
Audience
Location
Australia | 3 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Beavis, Catherine – Journal of Adolescent & Adult Literacy, 2014
Contemporary views of literacy, and of English and Language Arts curriculum recognise the importance of digital culture and communication forms in many young people's lives and the multiple forms of literacy students engage with as they work, interact and play. Amongst these, videogames, whether played on PCs, laptops, wiis, or on mobile devices…
Descriptors: Teaching Methods, Video Games, English Instruction, Language Arts
Beavis, Catherine; Walsh, Christopher; Bradford, Clare; O'Mara, Joanne; Apperley, Thomas; Gutierrez, Amanda – English in Australia, 2015
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…
Descriptors: English Instruction, English Curriculum, Heuristics, Teaching Methods
Apperley, Tom; Beavis, Catherine – E-Learning and Digital Media, 2013
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…
Descriptors: Critical Literacy, Computer Games, Video Games, Teaching Methods