Monday, June 6, 2011     17:19

title_Industry Partners

Australian Centre for the Moving Image
Victorian Association for the Teaching of English

title_Project Outcomes

i) Digital-Games-Cover-Image

A book of case studies: Digital Games: Literacy in Action, (Eds: Catherine Beavis, Joanne O'Mara and Lisa McNeice) published by Wakefield Press/The Australian Association for the Teaching of English, 2012. The book presents an overview of the project, the model for critical games literacy, chapters from participating teachers, academics and industry partners and resources to support teaching with and about computer games.

Wakefield Press


A model for critical games literacy to support curriculum planning and pedagogy

Digital Culture and Education

Click wheel or title to see Adobe® Flash animated model
[ -- PPTX file 699.5Kb -- ]


A heuristic for understanding pupils’ gaming literacy (HUG)

Digital Culture and Education

Click Link below to View Power-Point File
[ -- PPTX file 1.1Mb -- ]


Resources to support the incorporation of games into the English/literacy curriculum, including conference presentations and other publications as listed.

Digital Culture and Education