Guy Merchant

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Introducing new digital literacies into classroom settings is an important and challenging task, and one that is encouraged by both policy-makers and educators. This paper draws on a case study of a 3D virtual world which aimed to engage and motivate primary school children in an immersive and literacy-rich on-line experience. Planning decisions, early(More)
Online virtual worlds and games provide opportunities for new kinds of interaction, and new forms of play and learning, and they are becoming a common feature in the lives of many children and young people. This chapter explores the issues that this sort of virtual play raises for researchers and educators , and the main themes that have emerged through(More)
(2014). The (im)materiality of literacy : the significance of subjectivity to new literacies research. one copy of any article(s) in SHURA to facilitate their private study or for non-commercial research. You may not engage in further distribution of the material or use it for any profit-making activities or any commercial gain. Abstract This article(More)
In the second edition of their influential book on 'New Literacies', Lankshear & Knobel (2006) argued that engagement with these practices was 'largely confined to learners' lives in spaces outside of schools' (p.30). That was nearly ten years ago, and in some respects very little has changed. Of course, in many classrooms there's a lot more technology than(More)
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