A book of case studies Digital Games: Literacy in Action, (Eds: Catherine Beavis, Joanne O'Mara and Lisa McNeice) to be published by Wakefield Press/The Australian Association for the Teaching of English, 2012. The book presents an overview of the project, the model for critical games literacy, chapters from participating teachers, academics and industry partners and resources to support teaching with and about computer games.
A model for critical games literacy to support curriculum planning and pedagogy.
Click wheel or title to see animated model
[ -- PPTX file -- ]
Resources to support the incorporation of games into the English/literacy curriculum, including conference presentations and other publications as listed.
An online international journal, Digital Culture and Education.
www.digitalcultureandeducation.com/






