A Model for Critical Games Literacy

Author:

Apperley Tom1,Beavis Catherine2

Affiliation:

1. University of Melbourne, Australia

2. Griffith University, Australia

Abstract

This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and collaboration that occurs in gaming and gaming culture has an impact on students' understanding of their own lifeworlds. The authors demonstrate how the development of curricula around and with games and gaming cultures can incorporate and capitalise on approaches to learning and collaboration, design and identity that students have developed in their own gaming practices.

Publisher

SAGE Publications

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