Monday, June 6, 2011     17:19

title_Industry Partners

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title_Project Overview

title_Project Overview

What kinds of texts are computer games, and how do they combine multimodal elements to create meanings and values?

What kinds of literacy and learning practices are adolescents involved in as they play computer games; how do they make sense of them, and how are they affected by them?

What do computer games and adolescents' engagement with them have to teach us about how to teach both print and multimodal texts and literacies, and to update and strengthen English and literacy curriculum?

How can we use teaching and learning about multimodal texts to increase the literacy levels and engagement of marginalised students, particularly boys and those in the middle years?

What kinds of approaches, models and resources are needed to support teachers in the development and implementation of ICT-based curriculum that addresses both print and multimodal forms of literacy?