Search results for author:"Caroline Pelletier"
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Reconfiguring Interactivity, Agency and Pleasure in the Education and Computer Games Debate--Using Zizek's Concept of Interpassivity to Analyse Educational Play
E-Learning Vol. 2, No. 4 (2005) pp. 317–326
Digital or computer games have recently attracted the interest of education researchers and policy-makers for two main reasons: their interactivity, which is said to allow greater agency, and their inherent pleasures, which are linked to increased...
The Uses of Literacy in Studying Computer Games: Comparing Students' Oral and Visual Representations of Games
English Teaching: Practice and Critique Vol. 4, No. 1 (May 2005) pp. 40–59
This paper compares the oral and visual representations which 12 to 13-year-old students produced in studying computer games as part of an English and Media course. It presents the arguments for studying multimodal texts as part of a literacy...
Learning, Media and Technology Vol. 31, No. 4 (December 2006) pp. 329–342
There is growing interest in the use of games for educational purposes, particularly with regard to teaching curriculum subjects. Much of the research, however, has focused either on the content of games or the learning theory they illustrate. This...
E-Learning and Digital Media Vol. 7, No. 1 (2010) pp. 90–107
This article addresses practices of textual appropriation in computer games made by young people. By focusing on how young people's production work makes reference to popular media texts, it examines the basis on which such work claims to be legible ...