A critical review of digital game literacies in the English classroom

Authors

  • Alexander Bacalja

DOI:

https://doi.org/10.21248/l1esll.2022.22.2.370

Keywords:

digital game-literacies, subject-English, pedagogy

Abstract

This paper reviews research into the use of digital games in the L1 English classroom. It deals specifically with qualitative case study research investigating the potentialities of these new social, cultural and textual forms. The aim is to provide a critical review of the research to identify how teachers have been using these new forms of meaning making and to explore the literate practices associated with the study of digital games in the English classroom, as well as the games selected and the forms of classroom play utilised. Analysis of the 16 studies which met the inclusion criteria reveals that digital game literacies present opportunities for meeting the historical imperatives of English teaching, but also for providing new ways of thinking about how we support students to know themselves and the world. Connecting with students’ lifeworlds, developing traditional and contemporary skills, questioning representations within texts, and supporting the aesthetic dimension of textual experience, were reported to be important outcomes that could be achieved through learning about digital games in English.

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Published

2022-07-13

How to Cite

Bacalja, A. (2022). A critical review of digital game literacies in the English classroom. L1-Educational Studies in Language and Literature, 22(2), 1–28. https://doi.org/10.21248/l1esll.2022.22.2.370