Item
A model for critical games literacy.
- Author
- Apperley, T., & Beavis, C.
- Year
- 2013
- Publisher
- E-learning and Digital Media, 10(1), 1-12.
- Abstract
- The study proposes a model for teaching computer and video games in classroom settings, aimed at supporting teachers in integrating gaming into curricula. It highlights the link between in-game actions and broader youth gaming culture, emphasizing that learning extends beyond the screen. The authors argue that out-of-school practices—such as collaboration, knowledge-building, design, and identity formation within gaming communities—shape how students understand their everyday worlds. By recognizing these informal learning processes, educators can design curricula that build on students’ existing gaming experiences.
- Language
- English