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Literacy, English, and Computer Games PROCEEDINGS

Biennial Conference of the International Federation for the Teaching of English,

Abstract

A study examined the incorporation of computer games into English classrooms, seeking to explore computer games as text, players' engagement with them, literacies needed, and the interchangeability of traditional and newer technology. Subjects were students enrolled in a coeducational private middle school or a state secondary school, and used two particular computer games that teachers had integrated into English instruction. Results indicated that: (1) digital literacy and the English curriculum can coexist; (2) classroom dynamics were high; (3) logistic difficulties arose; (4) boys were involved most, but in some cases girls were involved equally; and (5) students improved their reading achievement. Findings suggest that the reconstruction of the English classroom needs to proceed in ways that enfranchise all students and that are hospitable to high aspirations. (Contains 41 references.) (EF)

Citation

Beavis, C. (1999). Literacy, English, and Computer Games. Presented at Biennial Conference of the International Federation for the Teaching of English 1999. Retrieved November 16, 2018 from .

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Cited By

  1. Living Books: The incidental bonus of playing with multimedia

    Yoram Eshet & Eran Chajut, The Open University of Israel, Israel

    Journal of Educational Multimedia and Hypermedia Vol. 16, No. 4 (October 2007) pp. 377–388

  2. Digital Literacy: A Conceptual Framework for Survival Skills in the Digital era

    Yoram Eshet, Tel Hai Academic College, Israel

    Journal of Educational Multimedia and Hypermedia Vol. 13, No. 1 (January 2004) pp. 93–106

  3. Digital literacy: A new terminology framework and its application to the design of meaningful technology-based learning environments

    Yoram Eshet, Tel Hai Academic College, Israel

    EdMedia + Innovate Learning 2002 (2002) pp. 493–498

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