project team

catherine beavis

clare bradford

joanne omara

christopher walsh

thomas apperley

amanda collins

outcomes

industry partners

Department of Education and Early Childhood Development (DEECD)

 

Australian Centre for the Moving Image (ACMI)

 

Victorian Association for the Teaching of English (VATE)

New Journal for 2009

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

project overview

Literacy remains one of the central aims of schooling but the ways in which it is understood are changing. The growth of the networked society and the spread of information and communications technology has brought significant changes to traditional literacy. This project aims to improve understandings about new forms of literacy as they appear in digital popular culture (computer games); and about the ways in which young people engage with them. It aims to find ways to use this knowledge to strengthen the teaching of print and multimodal literacies and will provide theoretical models and practical resources to do so.

The project is investigating theways in which English and literacy education might benefit from examining popular digital culture, and the ways in which young people make use of it, to improve the teaching of print and multimodal forms of literacy. It takes computer games as examples of global, ICT-based popular culture, where meaning is built from multimodal elements, and where young players have to be actively learning and involved in oder to play. Working with English teachers and secondary students who are computer games players, tthe project addresses five main questions:

To address these questions the project brings together a team from Deakin University, the Research and Innovation section of the Department of Education and Early Childhood Development (DEECD), the Victorian Association for the Teaching of English (VATE) and the Australian Centre for the Moving Image (ACMI). This combination is uniquely equipped to undertake this highly innovative and important study, which will take English and literacy curriculum and e-learning approaches to teaching, forward in Victorian government schools, with implications for the education community more broadly in Australia and internationally. Through a combination of an online survey, close study of individual expert games players, analysis of a range of popular computer games, the development of a model for games analysis and education, and a three year program of action-research based professional development, the project will:

The project responds to calls for schools to recognise and respond to rapidly changing forms and definitions of literacy brought about by ICT (Kress 1997; New London Group 1996) and to develop e-learning approaches to teaching and curriculum that reflect the central role of technology in the twenty-first century. Contemporary definitions of literacy emphasise the expansion brought about by ICTs in the ‘changed communicational landscape’ (Kress 2000) of the present day. Luke, Freebody and Land (2000:20) define the literacy young people need in this new context as ‘the sustained and flexible mastery of a repertoire of practices with the texts of traditional and new communications technologies via spoken language, print and multimedia.