E-Learning and Digital Media Volume 10, Number 1, ISSN 2042-7530
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. (Contains 3 figures.)
Apperley, T. & Beavis, C. (2013). A Model for Critical Games Literacy. E-Learning and Digital Media, 10(1), 1-12. Retrieved March 22, 2019 from https://www.learntechlib.org/p/131456/.
Kira Baker-Doyle, Arcadia University, United States
Contemporary Issues in Technology and Teacher Education Vol. 18, No. 2 (June 2018) pp. 255–270
These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact email@example.com.