Serious Play - Literacy, Learning and Digital Games.pdf
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“Games are serious business. Watch anyone play a digital game and you soon
realize that games are varied, draw on knowledge and skill, and are deeply
motivating. Filled with gaming stories across varied contexts,
Serious Play
humanizes game play in consequential ways. Beavis, Dezuanni, and O’Mara offer
readers a much-needed collection for contemplating how we see, feel, and live
through games and the tremendous potential they have for remaking literacy
research and practice.”
—Jennifer Rowsell,
Professor and Canada
Research Chair in Multiliteracies in the Department of
Teacher Education at Brock University, Canada
“Drawing on data from the project of the same name,
Serious
Play provides
fascinating insights into the opportunities and challenges of using digital games in
the classroom. Scholarly and accessible, this is an important and authoritative
volume that speaks to the concerns of the wider educational community. Driven
by the hard work of teacher participants,
Serious Play
is important reading for all
who are concerned with developing a relevant, contemporary curriculum.”
—Guy Merchant,
Professor of Literacy in Education in the Sheffield
Institute of Education at Sheffield Hallam University, UK
“This is a refreshing, in-depth look at game-based learning that puts teachers and
students at the center of the field of study, while making seamless connections to
theories of learning, gaming, consumption, and identity. The book moves well
beyond questions about efficacy of games in relation to learning and addresses
deeper questions about pedagogy and student identities that are highly relevant to
educators and researchers today.”
—Rebekah Willett,
Associate Professor of Library and
Information Studies at the University of Wisconsin-Madison, USA
SERIOUS PLAY
Serious Play
is a comprehensive account of the possibilities and challenges of
teaching and learning with digital games in primary and secondary schools. Based
on an original research project, the book explores digital games’ capacity to
engage and challenge, present complex representations and experiences, foster
collaborative and deep learning and enable curricula that connect with young
people today. These exciting approaches illuminate the role of context in
gameplay as well as the links between digital culture, gameplay and identity in
learners’ lives, and are applicable to research and practice at the leading edge of
curriculum and literacy development.
Catherine Beavis
is Professor of Education in the Faculty of Education and the
Arts at Deakin University, Australia, and program leader for the Curriculum,
Assessment, Pedagogy and Digital Learning program in REDI – Research for
Educational Impact: Deakin University’s Strategic Research Centre in Education.
Michael Dezuanni
is Associate Professor in the Creative Industries Faculty at
Queensland University of Technology, Australia.
Joanne O’Mara
is Associate Professor of Education in the Faculty of Arts and
Education at Deakin University, Australia.
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