
Most primary students play digital games. For many children these digital games are an important part of their lives. How can we as teachers connect with our students about the games they play? How can we incorporate their gaming experiences into our teaching? How can we teach literacy in such a way that it includes critical gaming literacy? In this paper the author outlines sections of a case study on what children aged 8-13 years know and want to talk about with adults in relation to digital gaming.
Featured category: 21st century skills
NMC Horizon Report > 2018 Higher Education Edition
Australian Educational Technologies Trends (AETT) report
Over 100 leading Australian and international educators and experts concerned with Australian education contributed to this report on how Educational Technologies and the computing curriculum is currently being implemented in Australian schools, and the changes that may occur in the near future (5 years).
Students, computers and learning - making the connection
OECD report examines how students access to and use ICT
Mobile learning – why tablets? -- DERN's research brief looks at mobile learning and why tablets are so popular.
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