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Multiliteracies and Games: Do Cybergamers Dream of Pedagogic Sheep?

Multiliteracies and Games: Do Cybergamers Dream of Pedagogic Sheep?
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Author(s): Pam Wright (Latrobe University, Australia)and David Skidmore (Padgate, UK)
Copyright: 2010
Pages: 12
Source title: Technoliteracy, Discourse, and Social Practice: Frameworks and Applications in the Digital Age
Source Author(s)/Editor(s): Darren Lee Pullen (University of Tasmania, Australia), Christina Gitsaki (University of Queensland, Australia)and Margaret Baguley (University of Southern Queensland, Australia)
DOI: 10.4018/978-1-60566-842-0.ch013

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Abstract

Digitalization of modern society has lead to rapid changes and innovative ways of communicating. Changes in the way people perceive belonging to society are reflected in the multiple methods of participation, communication, learning and engaging. Knowledge has become synonymous with how we can locate, use and find new information in a networked world rather than what it is we already know. The quest for knowledge in this digital and globalized society forces interaction with multiple modes of information. In this multi-literate society, educators must find opportunities for students to interact and interpret the multitude of new literacies. This chapter discusses how multi-literacies are bound up in computer games and how educators can employ these games through play, study and creation to shift students from consumers to creators of interactive narratives. The chapter provides some strategies for implementing the games in the curriculum. It also raises questions about computer game use in the primary classroom, and calls for an integrated approach to teacher and trainee teacher professional development in the area of computer gaming.

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