Research methodologies in creative practice: Literacy in the digital age of the twenty first century - learning from computer games

Year: 2008

Author: Beavis, Catherine, Bradford, Clare, O'Mara, Joanne, Walsh, Christopher

Type of paper: Abstract refereed

This project brings together a team from Deakin University, the Research and Innovation section of the Department of Education and Early Childhood Development (DEE&CD), the Victorian Association for the Teaching of English (VATE) and the Australian Centre for the Moving Image (ACMI). The team is working with four schools and sixteen teachers to develop ideas about how adolescents use video games and how this might inform the inclusion of games and related texts into the English curriculum. In order to explore the role that videogames play in the lives of students', to reflect on how these experiences could be utilized in the classroom, and initiate experimental projects utilizing games in the classroom, the project developed a multipronged research method drawing on three particular methodologies, quantitative, in the form of a survey, and two qualitative methods - ethnography and action research. Of the qualitative methods, ethnography will be primarily used to gather information about the role of games in students' lives, while action research will be used in partnership with the educators in the schools to develop short projects for use in the classroom that would demonstrate how computer and videogames could be effectively incorporated into the literacy curriculum.