首页> 外文OA文献 >\u27Turning around\u27 to the affordances of digital games: English curriculum and students\u27 lifeworlds
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\u27Turning around\u27 to the affordances of digital games: English curriculum and students\u27 lifeworlds

机译:\ u27转向\ u27玩数字游戏:英语课程和学生\ u27生活世界

摘要

The need for English and literacy curriculum to connect with young people\u27s lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked with teachers and students in five secondary schools to research the ways in which digital games might be incorporated into the English curriculum. Central to this endeavour was \u27turning around\u27 to the affordances of digital games and their paratexts to understand how they can be understood as text and action. Drawing on classroom observations and literature in Games Studies and English curriculum we present a timely model and innovative heuristic that we argue facilitates teachers incorporating digital games into their English classrooms. We illustrate how each assists teachers in \u27turning around\u27 to digital games to make their English classrooms more relevant to students\u27 lifeworlds.
机译:为了使英语和扫盲课程与年轻人的生活世界联系起来,需要建立桥梁和参考框架,以将传统英语课程与数字文本和识字联系起来,这在澳大利亚和其他地区的课程框架中越来越受到重视。本文报道了一个项目,作者与五所中学的师生一起研究了将数字游戏纳入英语课程的方法。这项工作的核心是转向数字游戏的功能及其副文字,以了解如何将其理解为文本和动作。利用游戏研究和英语课程中的课堂观察和文献资料,我们提出了一种及时的模型和创新的启发式方法,我们认为这有助于教师将数字游戏纳入他们的英语课堂。我们将说明每个人如何协助老师转向数字游戏,以使其英语课堂与学生的生活世界更加相关。

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