My Library

University LibraryCatalogue

     
Limit search to items available for borrowing or consultation
Result Page: Previous Next
Can't find that book? Try BONUS+
 
Look for full text

Search Discovery

Search CARM Centre Catalogue

Search Trove

Add record to RefWorks

PRINTED BOOKS

Title Digital games : literacy in action / [edited by] Catherine Beavis, Joanne O'Mara and Lisa McNeice.

Published Kent Town, S. Aust. : Wakefield Press ; Kensington Gardens, S. Aust : The Australian Association for the Teaching of English, 2012.
Kent Town, South Australia Wakefield Press, 2012
©2012.

Copies

Location Call No. Status
 UniM Giblin Eunson  302.22440285 DIGI    AVAILABLE
Physical description xx, 152 p. : ill. ; 24 cm.
Series AATE/Interface series
AATE interface series
Notes Includes index.
Bibliography Includes bibliographical references (p. 136-147) and index.
Contents Part 1: Framing chapters. 1. Literacy learning and computer games: a curriculum challenge for our times / Catherine Beavis, Joanne O'Mara and Lisa McNeice -- 2. A model for games and literacy / Catherine Beavis and Thomas Apperley -- Part 2: Perspectives from the classroom. 3. Computer games, archetypes and the quest narrative: computer games as texts in the year 9 english classroom / Lisa McNeice, Andrea Smith and Toby Robison -- 4. Breaking through the fourth wall: invitation from an avatar / Joanne O'Mara and Belinda Lees -- 5. ‘Gamer hands': console games as texts and activities that use gaming as a stimulus / Mark Cuddon -- 6. Literacy, identity and online fantasy sports games / Amanda Gutierrez and Catherine Beavis -- 7. A blank slate: using GameMaker to create computer games /Joanne O'Mara and John Richards -- 8. Game plan: using computer games in English class to engage the disengaged / Paul Byrne -- 9. Reading in the digital age / Frank Ferretti -- 10. Game-o-rama! / Maureen Cann Part 3: Extending work with games. 11. Including serious games in the classroom / Christopher S. Walsh -- Part 4: Perspectives from beyond the classroom. 12. Computer games and the after-school club / Jeanette Hannaford -- 13. Narrative and computer games / Clare Bradford -- 14. Videogames and innovation / Vincent Trundle -- 15. Gender and computer games: what can we learn from the research? / Claire Charles -- Part 5: Resources.
Summary Digital Games: Literacy in action is the result of a wide-ranging investigation into the educational possibilities involved in young people's games. From their creation in the classroom to analysing games and the world of games as text, academics and teachers are now taking seriously the serious play of young people.
Other author Beavis, Cathy.
O'Mara, Joanne.
McNeice, Lisa.
Subject Computers and literacy -- Australia.
Education -- Effect of technological innovations on.
Visual literacy.
Video games and children.
Australian
Variant Title Literacy in action.
ISBN 9781743051276 (pbk.)